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Consolidation #12
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kylemcdonald
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Consolidation #12
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I’ve made a copy of the example scene, which I can merge back in later when this is all clean. My intention for my own projects is to use the GL3 programmable renderer pipeline, so will work on making that usable too. There were a few confounding factors in getting this working: * The scene scale in the included example was huge, at non-physical size (500 m wide). This meant that even when I did get positional tracking was working, I didn’t notice it, since any head movements didn’t give a sense of parallax with distant objects. It also had the side effect of making any stereo effects un-noticeable since the eye separation offsets coming from the had are also in physical scale. * Part of the culprit here is the ofEasyCam which by default translates the camera quite a large distance away from the origin (based on viewport size). This is now disabled with cam.setAutoDistance(false); * The previous example also had drawing errors due to lack of depth testing in the Fbo. This is now enabled.
Still a big mess, but getting closer
and default fixed function too
Camera worked ok in non-programmable renderer, but needs begin() and end() around drawing, since programmableRenderer doesn’t seem to set up the viewport the same way…
Scratch last commit, had things very backwards
May need to re-add some files for windows Also need to update deprecated functions
Now uses ovrHmd_GetEyePoses
Taken care of by getEyePoses now, apparently
Not working yet
still weird issues with render target vs. window size
All it needed was glUseProgram(0); sigh…
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This is tested with OF 0.9.0 for OSX.
Edit: I take it back, still working on this. The example doesn't run anymore, but my code does...