Hi, I'm sorry, you should find it in [1] this time. It's easy to see that it's not simply a stencil mask or similar. Also it would not make sense to render into a framebuffer and then apply the distortion as this is an unnecessary loss of quality, instead the math should be done right and a real Oculus Rift projection should be implemented. There is an Oculus SDK, it's however not GPL compatible and thus fails to be useful for stellarium.
Regards, Jörg [1] https://xqpkia.dm1.livefilestore.com/y2pnT7msWaZ1TZdaJtxTaG6ZKFzROy5Gc68qfBAooKQaspIa22vzT4oQE7phONHUL-hSSHy5bTONx5aMp6pkL8IQHz86VW3TIea10ECc4Kz4DY/01-TSC-1080.png Am 2014-09-02 um 16:11 schrieb Georg Zotti: > HI! > > Apparently [1] was lost. I don't know how the distortion looks like, just > remember having seen some rounded corners (stencil mask?). > Of course I am aware that Stellarium has other projections as well. For > Scenery3d my colleagues rendered OpenGL perspective into framebuffer > objects which were then reprojected with painter.drawSphericalTriangles(). > A similar trick might work if you find the transformation > perspective->oculus. Maybe there is an Oculus SDK that does this? > > G. > > On Di, 2.09.2014, 19:17, Jörg Müller wrote: >> 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 >>>>> > > > > ------------------------------------------------------------------------------ > Slashdot TV. > Video for Nerds. Stuff that matters. > http://tv.slashdot.org/ > _______________________________________________ > Stellarium-pubdevel mailing list > Stellarium-pubdevel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel ------------------------------------------------------------------------------ Slashdot TV. Video for Nerds. Stuff that matters. http://tv.slashdot.org/ _______________________________________________ Stellarium-pubdevel mailing list Stellarium-pubdevel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel