Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-18 Thread Björn Blissing
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

Re: [osg-users] Enabling Vsync gives dramatic increase in latency

2015-04-18 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

[osg-users] basic understanding wrong or my calculation?

2015-04-18 Thread Andreas Schreiber
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

Re: [osg-users] makeLookAt and Oculus rift quaternion question

2015-04-18 Thread Björn Blissing
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