tag:blogger.com,1999:blog-7582438520651320420.post4622609950233856880..comments2019-02-13T10:00:37.422-08:00Comments on Oculus Rift in Action: Distortion methods in the Rift and their performanceAlex Bentonhttp://www.blogger.com/profile/12907188510267549004noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-7582438520651320420.post-6645435520986464782015-01-12T07:30:42.851-08:002015-01-12T07:30:42.851-08:00Thanks for your help :)Thanks for your help :)Anonymoushttps://www.blogger.com/profile/13589457705597122809noreply@blogger.comtag:blogger.com,1999:blog-7582438520651320420.post-92087549217247495632015-01-08T10:22:50.010-08:002015-01-08T10:22:50.010-08:00It's possible the code is not functional or ou...It's possible the code is not functional or out of date, but it did work for me at the time with the DK1. You might take a look at similar code inside the Oculus SDK and see if it's easier to follow: https://github.com/jherico/OculusSDK/blob/11403fcdf4e64eb46b0b9fd0bd0ff6d8529d4dbc/LibOVR/Src/OVR_Stereo.cpp#L245<br />Bradley Austin Davishttps://www.blogger.com/profile/16387001483589908239noreply@blogger.comtag:blogger.com,1999:blog-7582438520651320420.post-18211997459051724492015-01-08T04:27:45.221-08:002015-01-08T04:27:45.221-08:00Did you actually test your undistortedScale functi...Did you actually test your undistortedScale function? I tried to implement it for my purposes but I always ran into the problem of an infinite loop. I implemented the closeEnough function as (abs(rResult - rTarget) < epsilon). Where I tried epsilon values between 0.1 and 0.0001 but the values from rResult or rTarget get too small and for some reason the break is never reached. I also tried to scale rTarget Value by some big number and divide the distortionScale by the same value but the same occurs after a while with this approach. I found nothing of interest in your code examples and therefore ask if I do something fundamentally wrong? Maybe you could push me in the right direction. Thank you.Anonymoushttps://www.blogger.com/profile/13589457705597122809noreply@blogger.comtag:blogger.com,1999:blog-7582438520651320420.post-6578766589152280602014-02-26T11:58:24.064-08:002014-02-26T11:58:24.064-08:00Do you think a geometry shader or tessellation sha...Do you think a geometry shader or tessellation shader implementation of the mesh approach would yield better scaling with mesh size?Anonymousnoreply@blogger.com