04-26-2014 09:32 PM
This way triangle edges don't span long distances over the distortion function, so linear interpolation works better & we can use fewer tris.
04-28-2014 01:01 PM
04-28-2014 02:33 PM
"tomf" wrote:
The puzzle in this case is why it's so far off-center.
"tomf" wrote:
One is that the application manually overrode it of course. Another possibility is that there's something odd going on in the automatic FOV code, because either the half-IPD or the eye-relief are wrong (or both).
"tomf" wrote:
In future SDKs we'd like to change the mesh so that it is centered on the destination rather than the source, and potentially also so the triangle density drops towards the edge to prevent rendering slivers.
04-28-2014 04:35 PM