Bug 1021: Add OculusVR distortion renderer (single FBO and dual FBO)
Commit:
<
http://jogamp.org/git/?p=jogl.git;a=commit;h=36327e24cf586b50bf18e87d7d13d53eb41cf1d9>
Screenshots:
<
http://jogamp.org/files/screenshots/oculusvr/ovr-snap03.png>
<
http://jogamp.org/files/screenshots/oculusvr/>
OculusVR support .. finally :)
Adoption (aka usage) is quite simple, see:
<
http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/stereo/ovr/OVRDemo01.java;h=c20af1389c2351e566f0b1823a97072e6016f630;hb=36327e24cf586b50bf18e87d7d13d53eb41cf1d9>
It uses the new support classes to render stereo manually w/ all the distortions.
The sensors shall work implicit via the 'eye pose'
and the derived modelview matrix.
However, we have to see how that works w/ 'rotating the head',
no DK2 available here.
Cheers, Sven