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
>>>
>
>
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