From: Fabien C. <fab...@gm...> - 2013-08-26 15:42:59
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Hi Jörg, well I had a lot of conflicts with this code indeed. We should try to re-integrate it properly on the branch, if we decide to go this way. Fabien On Mon, Aug 26, 2013 at 5:33 PM, Jörg Müller <ne...@gm...> wrote: > Hi Fabien, > > interesting news to read. Does this mean my shadow code gets removed > too? I don't know if GLES2 supports the required float textures. > > Apart from that I recently tried to integrate Oculus Rift [1] support in > stellarium. The steps needed to be done for integration are: > > 1. Headtracking (Moving the view based on the movement of the headset) > 2. Rendering in two viewports each taking half of the screen space for > the left and right eye > 3. Calculating and adjusting the projection matrix based on aspect > ratio,field of view and other settings of the hardware and using it in > the rendering pipeline > 4. Adjusting the view matrix for each eye location > 5. Correcting the distortion of the hardware's lense using a pixel shader > > I succeeded in the first two steps, but as for the next two stellarium > is a very special case I failed to properly change the projection matrix > of the rendering pipeline. What do you think about this project and > would you be willing to help me understand how the transformations in > the rendering pipeline of stellarium work so that I can integrate the > required calculations? > > Regards, > Jörg > > [1] https://oculusvr.com/ > > On 2013-08-26 15:51, Fabien Chéreau wrote: >> Hi Bogdan, >> >> I currently have a bit more free time, and I was actually >> investigating doing some major refactoring of the project (not a total >> rewrite but not very far from that :D ) >> Basically what I want is to produce a much lighter version of >> Stellarium based on Qt5 and OpenGL ES2 features only (it's a >> requirement of Qt5 itself). This involves: >> - revert all changes from GSOC 2012 on the renderer: after having a >> detailed look I am convinced that all this work is almost useless from >> the moment on we want to support only GLES2. It also introduced a >> number of rendering bugs, as well as a large performance penalty. I've >> done most of this revert in a branch called >> https://code.launchpad.net/~stellarium/stellarium/simplegles and went >> from 45 FPS to 62 FPS on my computer. >> - suppress completely GL1-related code and focus on shader-based >> rendering only. This is also almost done in the branch. >> - switch to the new Qt rendering system, i.e. abandon rendering based >> on QGraphicsView / QWidgets and use only classes from the new QtGUI >> module (the one from Qt5). I am not completely sure but this may >> involve a complete GUI re-write based on QML. This last task may sound >> quite ambitious. I'm quite confident that we can reproduce a GUI >> similar to the current one based on QML, but it may cause some >> troubles for interactions with plugin etc.. >> >> Fabien >> > > > ------------------------------------------------------------------------------ > Introducing Performance Central, a new site from SourceForge and > AppDynamics. Performance Central is your source for news, insights, > analysis and resources for efficient Application Performance Management. > Visit us today! > http://pubads.g.doubleclick.net/gampad/clk?id=48897511&iu=/4140/ostg.clktrk > _______________________________________________ > Stellarium-pubdevel mailing list > Ste...@li... > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel |