Hi,

and about the Oculus Rift part, which actually was the main part of my mail?

Regards,
Jörg

Am 2013-08-26 17:42, schrieb Fabien Chéreau:
> Hi Jörg,
> well I had a lot of conflicts with this code indeed. We should try to
> re-integrate it properly on the branch, if we decide to go this way.
> Fabien
>
> On Mon, Aug 26, 2013 at 5:33 PM, Jörg Müller <nex...@gmail.com> wrote:
>> Hi Fabien,
>>
>> interesting news to read. Does this mean my shadow code gets removed
>> too? I don't know if GLES2 supports the required float textures.
>>
>> Apart from that I recently tried to integrate Oculus Rift [1] support in
>> stellarium. The steps needed to be done for integration are:
>>
>> 1. Headtracking (Moving the view based on the movement of the headset)
>> 2. Rendering in two viewports each taking half of the screen space for
>> the left and right eye
>> 3. Calculating and adjusting the projection matrix based on aspect
>> ratio,field of view and other settings of the hardware and using it in
>> the rendering pipeline
>> 4. Adjusting the view matrix for each eye location
>> 5. Correcting the distortion of the hardware's lense using a pixel shader
>>
>> I succeeded in the first two steps, but as for the next two stellarium
>> is a very special case I failed to properly change the projection matrix
>> of the rendering pipeline. What do you think about this project and
>> would you be willing to help me understand how the transformations in
>> the rendering pipeline of stellarium work so that I can integrate the
>> required calculations?
>>
>> Regards,
>> Jörg
>>
>> [1] https://oculusvr.com/
>>
>> On 2013-08-26 15:51, Fabien Chéreau wrote:
>>> Hi Bogdan,
>>>
>>> I currently have a bit more free time, and I was actually
>>> investigating doing some major refactoring of the project (not a total
>>> rewrite but not very far from that :D )
>>> Basically what I want is to produce a much lighter version of
>>> Stellarium based on Qt5 and OpenGL ES2 features only (it's a
>>> requirement of Qt5 itself). This involves:
>>>    - revert all changes from GSOC 2012 on the renderer: after having a
>>> detailed look I am convinced that all this work is almost useless from
>>> the moment on we want to support only GLES2. It also introduced a
>>> number of rendering bugs, as well as a large performance penalty. I've
>>> done most of this revert in a branch called
>>> https://code.launchpad.net/~stellarium/stellarium/simplegles and went
>>> from 45 FPS to 62 FPS on my computer.
>>>    - suppress completely GL1-related code and focus on shader-based
>>> rendering only. This is also almost done in the branch.
>>>    - switch to the new Qt rendering system, i.e. abandon rendering based
>>> on QGraphicsView / QWidgets and use only classes from the new QtGUI
>>> module (the one from Qt5). I am not completely sure but this may
>>> involve a complete GUI re-write based on QML. This last task may sound
>>> quite ambitious. I'm quite confident that we can reproduce a GUI
>>> similar to the current one based on QML, but it may cause some
>>> troubles for interactions with plugin etc..
>>>
>>> Fabien
>>>
>>
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