At present a single OpenGL viewport is used, which has the problem that on very wide screens the items in the perpherial vision are distorted.
I'm using a screen size 3840x1024, using the glance left/right I can see that the front wheels of an open-wheeler are getting rendered too large as I 'turn my head'.
I believe that this is caused by the single viewport, in that it is a flat plan infront of the camera. When items are drawn they are projected onto this 'screen' and as they are closer they are projected back and enlarged.
A solution might be to split the rendering into 3 (or however many) viewports, one for each monitor, where the frustum angle is adjusted to suit the monitor setup.
Figured out my error in how the offset should be applied, this might actually be correct now.
Checked in r5164
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Commit: [r5164]
Put a 'before and after' video on YouTube to show how much better this makes the view from the driver's seat.
http://www.youtube.com/watch?v=OSZ3Pq8b4cU
Diff: