Commit graph

8 commits

Author SHA1 Message Date
James Urquhart 1198932e87 Basic fix for reflections in both stereo rendering modes 2016-09-11 22:42:42 +01:00
James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. 2016-09-11 22:42:42 +01:00
James Urquhart 36908b0434 Add code to render the basic stereo view fallback 2016-09-11 22:42:42 +01:00
James Urquhart ba91478fad Baseline working openvr code 2016-09-11 22:42:42 +01:00
James Urquhart efc47ed757 Basic fix for stereo rendering without a display device 2015-06-21 20:59:41 +01:00
James Urquhart 3a457749ec Oculus VR DK2 Support
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
DavidWyand-GG b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00