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 "Ganymed transit
over the Great Red Spot" or such, in nature), so does feeding the same
image in perspective projection into both eyes, with some fixed fov
("natural" eyes have no magnification either ;-), not suffice?

G.

On Di, 2.09.2014, 07:54, Jörg Müller wrote:
> 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 get it working with how projection
>> works in stellarium. It has quite a few modes, but none of them really
>> works with the Rift.
>>
>> Another problem is that it looks nice as long as you don't use
>> magnification. If you do that you soon realize that the sensors are
>> not accurate enough for higher magnifications and also you can't
>> really hold your head still enough.
>>
>> Unfortunately I only borrowed a Rift for a limited time period, so I
>> didn't even start the projection mode as it would have taken too long.
>>
>> I don't know if I still have the code, as I'm currently not at home,
>> but it's pretty much useless now as the whole rendering system of
>> stellarium changed meanwhile, and so did the Rift SDK probably.
>
> Regards,
> Jörg
>
> On 2014-09-01 at 09:27 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
>>



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