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 the projection code of stellarium? It definitely doesn't use standard OpenGL projection, how could it? I didn't have enough time during the short period I had access to the Rift to look into both mathematical backgrounds - Rift and stellarium projection. Regards, Jörg > 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 >>> > > > ------------------------------------------------------------------------------ > Slashdot TV. > Video for Nerds. Stuff that matters. > http://tv.slashdot.org/ > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel ------------------------------------------------------------------------------ Slashdot TV. Video for Nerds. Stuff that matters. http://tv.slashdot.org/ _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel