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Ogre engine github
Ogre engine github







If you’re using Direct3D 11, you must be running Windows 10 that supports Direct3D 11.3, and D3D11_FEATURE_DATA_D3D11_OPTIONS3::VPAndRTArrayIndexFromAnyShaderFeedingRasterizer capability must be true.Īny Desktop GPU that’s within the minimum requirements to render VR should meet these requirements. If you’re using OpenGL, your GPU and driver needs to support the GL_ARB_shader_viewport_layer_array extension. We render everything 2x by doubling the instance count, and output even instances to the left eye’s viewport and odd instances to the right eye’s viewport. It might also improve GPU performance due to cache effects.

ogre engine github

Instanced Stereo allows us to render geometry to both eyes in a single pass.

#Ogre engine github how to

The new struct is simple, pretty much self explanatory and the sample shows how to use it.īasically now you can easily pass view and projection matrices that VR SDKs typically give you, without having to create multiple cameras, working the math yourself, or use our obscure custom projection API to setup the projection matrices. Added Stencil Hidden Area Mesh optimization.This simplifies passing per-eye view matrices and custom projection matrices required by the VR headset

ogre engine github

Added ‘VrData’ which is passed to Camera::setVrData.The tasks done to achieve this can be summarized into five: Over the last few weeks a new sample appeared: Tutorial_OpenVR







Ogre engine github