Ah, I see. It's also amazing how they apparently precompute a correction for chromatic aberration...
Sure, doing it with a proper projection is the cleanest solution. The framebuffer trick was just the easiest solution we saw when we needed Z-Buffering for the foreground (which is not required here). Whichever way, finished contributions welcome, I have no time for it. Kind regards, Georg On Di, 2.09.2014, 23:42, Jörg Müller wrote: > 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