Hi there, I've been pondering on how to get proper Oculus support in Blender "viewport", and it came down to the ideas presented here: http://www.dalaifelinto.com/?p=1108
Basically, I propose we expand our Blender/Game Engine API with the following: * Allow off-screen rendering straight to a FBO bind id with custom OpenGL matrices * BGL extended to support glBindFramebuffer amount other required GL functions * BGE Video Texture ImageRender to support FBO rendering and custom OpenGL matrices That should allow for not only oculus but any shader-based HMD (Head Mounted Display) to use Blender (or rather, to have an addon written to support it). Any thoughts on that? Can anyone come up with a different design to address that? (in the link above I explain why I think a Python approach is preferable over a deeper C integration between Blender and the Oculus SDK). Thanks, Dalai -- blendernetwork.org/dalai-felinto www.dalaifelinto.com _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers