Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Georg Zotti
Ah, I see. It's also amazing how they apparently precompute a correction for chromatic aberration... Sure, doing it with a proper projection is the cleanest solution. The framebuffer trick was just the easiest solution we saw when we needed Z-Buffering for the foreground (which is not required her

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Jörg Müller
Hi, I'm sorry, you should find it in [1] this time. It's easy to see that it's not simply a stencil mask or similar. Also it would not make sense to render into a framebuffer and then apply the distortion as this is an unnecessary loss of quality, instead the math should be done right and a re

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Georg Zotti
HI! Apparently [1] was lost. I don't know how the distortion looks like, just remember having seen some rounded corners (stencil mask?). Of course I am aware that Stellarium has other projections as well. For Scenery3d my colleagues rendered OpenGL perspective into framebuffer objects which were t

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Jörg Müller
Am 2014-09-02 um 03:59 schrieb Georg Zotti: > Does the Oculus Rift use something else than perspective (i.e. standard > OpenGL) projection? Of course it does, or does [1] look like normal perspective projection to you? You have to keep the lens distortion in mind. Moreover have you had a look at

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Georg Zotti
Yes, they say so. The same should then apply by feeding the same image into both eyes of an OR - It will look somewhat plastic just by its binocularity. G. On Di, 2.09.2014, 11:49, Christoph Redecker wrote: > Well they say that real binocular telescopes indeed give a much more > plastic impressio

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Christoph Redecker
Well they say that real binocular telescopes indeed give a much more plastic impression of the objects in view, even though they are "infinitely" far away. I haven't tried it myself, though. Regards Christoph Am 02.09.2014 10:59, schrieb Georg Zotti: > Does the Oculus Rift use something else t

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-02 Thread Georg Zotti
Does the Oculus Rift use something else than perspective (i.e. standard OpenGL) projection? There is likely no need for parallax support (differences in Left/Right eye based on object distance, which is "infinite" in our case - you would not perceive perspective parallax even for cases like "Ganyme

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-01 Thread Jörg Müller
Hi, seems like there's a lot of interest about this, I just got a mail on Friday with the same question, this was my reply: When the first dev kit came out, I did a very rough implementation for stellarium, which would have needed a lot more fine tuning. One of the biggest problems is to g

Re: [Stellarium-pubdevel] Oculus Rift support

2014-09-01 Thread Georg Zotti
No, you may well be the first to contribute the plugin... Regards, G. On Mo, 1.09.2014, 16:27, Mike Sabatino wrote: > Hi, has there been any movement on Oculus Rift support? There was a thread > from this time last year regarding a conversion but nothing since. Thanks- > Mike > --