Re VR: I'm currently building a telrad-like device with an OLED display and an IMU that can be attached to a telescope. I'm not sure what I want to display in it, but I'm planning to get the information from stellarium over bluetooth. For that, it would be nice to be able to strip it down in such a way that it can run (just a bare-metal core, no rendering) on a raspberry pi or even a cortex M3. Otherwise I could let it run on my atom laptop - so I'd appreciate a "runs-on-cheap-hardware-path", but not from a 3D point of view.
Also, please keep writing plugins as simple as it is now. I'm not familiar with the new features of Qt5, but the current implementation of e.g. StelButton feels a bit clumsy. Qt4 does support widget layouts in a QGraphicsView if the widgets inherit from QGraphicsLayoutItem, but StelButton inherits from QPixmapItem which is a QGraphicsItem. I think much of the code of e.g. the Oculars plugin could be much simpler if the given Qt features were used. Regards Christoph Am 28.08.2013 01:32, schrieb Georg Zotti: > Dear Jörg and Fabien, > > if the old classes return, I hope scenery3D will finally be integrable. I > did not like the Qt announcement to drop OpenGL1.4, but with ANGLE also > cheap hardware (Atom etc) should be kept alive, so there's a chance. > Unfortunately my students finished their respective tasks just before that > big merge towards 0.12.0, and left for other business, and my project time > is up as well. So, when porting to Qt5 is done, I will likely require > somebody to go through and reanimate the scenery3D code. It included quite > a lot, including cascaded shadow mapping, and allows rendering of and > walking in OBJ models. Of course, Qt5 will require to adapt some OpenGL > hacks which were necessary in Qt4.6. > > How does one move/walk with these glasses, or what would be your aim to > display in eye-separated 3D? In the mid-late 1990s there were experiments > with VR glasses (with thick cables dangling from the lab ceiling...) fed > by SGIs (remember those?), but the full-cutoff was seen problematic, > leading to AR ideas (with semitransparent glasses). I have since then > imagined semitransparent goggles with explanatory displays augmenting the > live stars. I think Celestron built such a device some time ago, and now > there are cellphone apps using these sensors, augmenting camera views. > Time flies... > > So, if you wish, (I think we had contact before), feel free to reanimate > this plugin and enhance it with oculus rift, but it should please also > work without. > > G. > > On Di, 27.08.2013, 22:59, Fabien Chéreau wrote: >> Hi Jörg, >> to reply to your email about oculus rift: >> It sounds quite a nice project :) >> - For 3, you need first to use perspective projection, and I guess >> simply adjust screen size so that the ratio is correct, and FOV so >> that it matches the FOV of the glasses. >> - For 4, This is not so clear what you want to do here: most of the >> stuff displayed in Stellarium are infinitely far away, so it's >> difficult to add parallax effect. Maybe on the landscape, but we don't >> have 3D models, our landscapes are flat. Maybe you can try to use the >> 3D landscape code done by Georg's team? >> - For 5, I would suggest you rather implement a special proper >> projection doing just the inverted distortion than the one from the >> glasses. >> >> Fabien >> >> On Mon, Aug 26, 2013 at 5:53 PM, Jörg Müller <nex...@gmail.com> wrote: >>> 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 >>>>>> >>>>> >>>>> ------------------------------------------------------------------------------ >>>>> Introducing Performance Central, a new site from SourceForge and >>>>> AppDynamics. 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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 >> >> ------------------------------------------------------------------------------ >> Learn the latest--Visual Studio 2012, SharePoint 2013, SQL 2012, more! >> Discover the easy way to master current and previous Microsoft >> technologies >> and advance your career. Get an incredible 1,500+ hours of step-by-step >> tutorial videos with LearnDevNow. 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