MangoFusion Posted May 21, 2016 Author Share Posted May 21, 2016 Another update....Finally have a fix for both the scattersky and the lensflare - turns out torque3d likes to assume you have nice on-center projections when changing the frustum distances, which in the case of VR is not the case which was breaking the scattersky. Similarly the lens flare code was not projecting the suns position correctly for both eyes, nor was it correctly taking into account the center of the projection when calculating the flare direction.EDIT: While there was an issue with side-by-side rendering this should now be fixed. Separate render targets also work properly.Of course there is a fair bit of optimization to do, but my interest at the moment is just to get stuff working and optimize the hell out of it later.At the moment i'd like to get controller support in soon, but i'm aware at the moment this stuff isn't too accessible for everyone else, so i'm looking to make a sort of WIP-demo or perhaps just resurrect one of the old oculus demos. Keep your eyes peeled I guess! Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.