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
>>
>
>
> ------------------------------------------------------------------------------
> Introducing Performance Central, a new site from SourceForge and
> AppDynamics. Performance Central is your source for news, insights,
> analysis and resources for efficient Application Performance Management.
> Visit us today!
> http://pubads.g.doubleclick.net/gampad/clk?id=48897511&iu=/4140/ostg.clktrk
> _______________________________________________
> Stellarium-pubdevel mailing list
> Stellarium-pubdevel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel

------------------------------------------------------------------------------
Introducing Performance Central, a new site from SourceForge and 
AppDynamics. Performance Central is your source for news, insights, 
analysis and resources for efficient Application Performance Management. 
Visit us today!
http://pubads.g.doubleclick.net/gampad/clk?id=48897511&iu=/4140/ostg.clktrk
_______________________________________________
Stellarium-pubdevel mailing list
Stellarium-pubdevel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel

Reply via email to