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Flexman

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Everything posted by Flexman

  1. Cheers Jen, that makes sense. I'll try and be clear about why I asked the original question. Expected behaviour; With VR enabled, given a simple a scene when I tilt my head in different axis I expect to see the scene shift accordingly. Observed behaviour: Scene elements like a skybox and terrain appear to parallax against foreground objects causing nausea. Mostly when looking up and down. I initially put this down to improper distortion. It's not something I've experienced when replicating the scene in another engine. What I tried: After adding trees to the scene, the observed height of a tree (apparent image height as seen within the headset) appears to change when looking up and down. Thoughts/suggestions?
  2. Rift. If you say it's implemented then it's possible I must be bypassing it. Using C++ only and a bare map, terrain, a cockpit model and a directional light. No post processing filters or anything. If those are required I'll give it another go, but I didn't read anything that suggested otherwise. Screenshot of mirror display attached. int main(const int argc,const char *argv[]) { Leadwerks::Window* window = Leadwerks::Window::Create("VR Test", 0, 0, 1024, 768, Window::Titlebar); Context* context = Context::Create(window); World* world = World::Create(); Camera* camera = Camera::Create(); VR::Enable(); Map::Load("Maps/start.map"); ... ... }
  3. Barrel Distortion needs to be done before VR is usable out of the box. Was fun to play with though.
  4. When enabling VR mode (using Rift) the Sensors are displayed. How can we override this so these objects are hidden? And a C++ or LUA question, can we copy the VR buffer to a desktop window?
  5. Coverage masks for vegetation are exported directly out of GROME and easily generated in World Machine. So that's a big thumbs up from me.
  6. Flexman

    Vegetation

    Coverage masks like you describe are used some editors and engines. You can import and export vegetation layers as coverage masks in GROME. If you use World Machine you can export generated coverage masks for other engines to render clutter/trees over those areas. The largest data-set I played with was a monstrous 60Gb, many mask layers per terrain tile. It was very detailed but not practical due to the storage requirements. But you can choose to use as much or as little as you like, specify the resolution of the mask, use different channels for different layers.
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