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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