Yes, they say so. The same should then apply by feeding the same image
into both eyes of an OR - It will look somewhat plastic just by its
binocularity.

G.

On Di, 2.09.2014, 11:49, Christoph Redecker wrote:
> Well they say that real binocular telescopes indeed give a much more
> plastic impression of the objects in view, even though they are
> "infinitely" far away. I haven't tried it myself, though.
>
> Regards
>
> Christoph
>
> Am 02.09.2014 10:59, schrieb Georg Zotti:
>> 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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