Ybalrid / Annwvyn

Annwvyn C++ Open Source designed-for-VR game engine and application developement framework
MIT License
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[OGRE21] Use the Compositor2 to manage camera viewport to the render textures #82

Closed Ybalrid closed 7 years ago

Ybalrid commented 7 years ago

The recommended way is to use the compositor, instead of creating view-ports on windows and other render targets

Ybalrid commented 7 years ago

The NoVR render setup a HDR compositor based on the sample compositor scripts given with Ogre (but with a custom shadownode)

Ybalrid commented 7 years ago

So, I tried to setup one on the Oculus side of things, and... Well... It works without HDR, but with it doesn't. See this thread.

I can do without this working, but it will be a PITA.

Ybalrid commented 7 years ago

the actual link to the thread is here http://www.ogre3d.org/forums/viewtopic.php?f=25&t=92303&sid=8af152f89b6f5d27529c0e6fc75f5185

Basically each passes has to have a correct execution mask and vp modifier mask for this to work... I'm trying to figure that out right now...

Ybalrid commented 7 years ago

After getting it to work with both the Rift and the Vive, I consider this a non issue