Jan Ciger wrote:
I find these techniques to be really fragile kludges and not really
worth the effort most of the time - the saved 16ms of latency is
imperceptible for the most people and most LCDs have response times
(the time it physically takes to change the colour of a pixel) around
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On 04/17/2015 06:55 PM, Björn Blissing wrote:
Valve is using another idea, which Alex Vlachos presented at GDC.
They start rendering of a new frame 2 ms before VSync. Using some
clever tricks to detect when Vsync is about to occur:
See page
Hi,
I am trying to achive a correct light reflection on a water plane.
Before you get bored with my calculations ;), I just want to know if I
understood the following correct:
First:
If I use
vec3 viewDirToVertexEC = vec3(gl_ModelViewMatrix * gl_Vertex);
in the vertex shader, the vector I
Hi João,
I don't exactly get what you are trying to do. Are you aware that there already
is a library for using the Oculus Rift with OSG?
http://github.com/bjornblissing/osgoculusviewer
If you just want to see how the Oculus Rift orientation quaternions are
convertet into osg quaternions look
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