Hi, On Mon, Sep 7, 2015 at 2:52 PM, Björn Blissing <bjorn.bliss...@vti.se> wrote: > Hi Jan, > > You will find it on page 22 in the 0.7 developer guide. It is a bit hidden > inside the ovrLayerType_EyeFov description, the section about DepthTexture: > > "Provides depth data for the EyeFovDepth layer type, and is used by > positional timewarp to try to apply the correct parallax for the layer..." >
Good catch, I didn't think to dig in there that deep. Well, they have been really silent about a fairly major change like that. I would have expected it mentioned in the changelog and/or some blog post ... > Michael Antonov also mentions it in a post on the Oculus blog: > https://developer.oculus.com/blog/asynchronous-timewarp-examined/ That blog post I remember, but the conclusion there seems to be that positional timewarp introduces occlusion artifacts and a lot of extra complexity. I didn't sound like something they are intending to implement at the time. J. _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org