cmbruns's activity
From 2013-10-23 to 2013-11-05
2013-11-05
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14:15 Doomsday Engine Feature #1646: Stereo 3D enhancements
- One artistic challenge in the "resource pack" category might be 3D weapon models. The Team Fortress 2 developers chos...
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01:20 Doomsday Engine Revision 8628ae26 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- Conflicts:
doomsday/client/src/ui/vrcontenttransform.cpp
2013-11-04
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23:19 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I've got [offscreen render buffers] mostly working.
That's gre... -
22:15 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> If the FOV provided from the Oculus SDK is not treated as an absolute then of what benefit is there t... -
16:11 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> I suspect the reason this is so jarring in the Rift is because the change from fullscreen viewport to... -
15:58 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> > offscreen render buffers
>
> I agree this would be useful...
One advantage of such an offsc...
2013-11-03
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21:00 Doomsday Engine Revision 52bd22ee (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
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19:32 Doomsday Engine Revision b4c3e75e (github): Stereo 3D|Oculus Rift|Client|Renderer: Modify TODO comment
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19:17 Doomsday Engine Feature #1636: Support for Oculus Rift
- > Indeed we do have a philosophical difference here.
Fair enough. This is your house. I accept your judgement, espec... -
17:46 Doomsday Engine Feature #1636: Support for Oculus Rift
- I created a brief video of Rift gameplay
https://www.youtube.com/watch?v=sgCRDGfO448 -
17:22 Doomsday Engine Feature #1636: Support for Oculus Rift
- By the way, the size of the off-screen HUD buffer for Rift mode would be 512x384 -256x192- (i.e. -really- small). The...
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17:00 Doomsday Engine Feature #1636: Support for Oculus Rift
- Potential uses of offscreen render buffers:
* Rift warping like we already have.
* HUD rendering, to aid compositio... -
16:02 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > The taskbar cannot be seen at all. I press apostrophe and type what I imagine t... -
15:00 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> cmbruns wrote:
> > * When the player activates/deactivates the status HUD (+/- keys), the OpenGL vie... -
00:29 Doomsday Engine Feature #1636: Support for Oculus Rift
- As of today, 3D gameplay is playable and working well enough in the Rift. This is excellent. I can't wait to try this...
2013-11-02
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23:34 Doomsday Engine Revision 88660440 (github): Include "de_platform.h" per DaniJ suggestion.
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21:44 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> [non-interpolated yaw]
I'm currently interrogating @viewData->latest.angle@ (instead of @viewData-... -
19:12 Doomsday Engine Feature #1636: Support for Oculus Rift
- It turns out a lot of the jerkiness I was seeing was due to mirroring the Rift display on another monitor.
I just ... -
05:02 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> When it comes to minimizing latency, how is vsync treated? Should it be disabled?
I've read that v... -
02:20 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> bindcontrol lookpitch head-pitch
OK. I got pitch working; and yes, it is jerky. Hopefully late sch... -
01:55 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> With "yawhead" and "yawbody", 1.0 means 180 degrees.
So I'll assume that if roll ever gets used, 1... -
21:11 Doomsday Engine Revision 509bbfcf (github): Double size of Oculus Rift offscreen texture in each direction, so resolution is better at center, after warp.
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21:00 Doomsday Engine Revision 11c417a9 (github): Head Tracking|Client|Renderer: Improve Yaw late scheduling by comparing to uninterpolated target angle, and by minding circularity of angle differences.
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18:52 Doomsday Engine Revision 669c1c8e (github): Stereo 3D|Client:Apply Rift latency prediction
- Avoid changing (late scheduled) view direction between left and right eye views.
Late schedule Yaw, but only if it se... -
13:34 Doomsday Engine Revision d590bb6c (github): Add basic yaw head tracking
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04:58 Doomsday Engine Revision 87a6c09a (github): Include pitch in late-scheduled update.
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04:16 Doomsday Engine Revision bf653ffc (github): Update camera field of view in Rift mode, for correct culling
- TODO - set it back when leaving Rift mode
Correct view fovy calculation in projection matrix. -
03:31 Doomsday Engine Revision 52dc865b (github): Adjust Rift mode to have a readable font size in taskbar
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03:19 Doomsday Engine Revision 5b5640d5 (github): Create a CVAR for Oculus Rift horizontal field of view angle.
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02:54 Doomsday Engine Revision 514073f0 (github): Create CVAR rend-vr-rift-aspect
- Use Oculus Rift aspect retio in projection matrix in Rift mode, regardless of apparent screen resolution.
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02:43 Doomsday Engine Revision 198d6394 (github): Use accessor function instead of global variable for VR::mode
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02:35 Doomsday Engine Revision 78b45fb3 (github): Implement Oculus Rift primary pitch head tracking control.
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01:27 Doomsday Engine Revision 0b927ad5 (github): Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- Conflicts:
doomsday/client/src/ui/dd_input.cpp
2013-11-01
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18:48 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> If you want to shoot where the camera is pointing at, you need to use yawbody.
>
> With yawhead,... -
16:41 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
>The "yawhead" instead turns the camera viewpoint while keeping gun direction the same in world coord... -
15:30 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> I have now added some new player controls and implemented them (roughly) on game-side. Check the co...
2013-10-31
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23:34 Doomsday Engine Revision 7e3fe1ce (github): Add include to vrcontenttransform.cpp to compile in MSVC2010
- Fail to track Oculus Rift input pitch/yaw.
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15:27 Doomsday Engine Feature #1636: Support for Oculus Rift
- To be able to adjust the hud item placement in Rift mode, it might be useful to be able to independently adjust the s...
2013-10-30
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14:42 Doomsday Engine Feature #1636: Support for Oculus Rift
- _(merged with previous comment)_
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12:58 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> So as to better my understanding of this - is this approximately what your implementation is doing?
... -
04:17 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> I can help debug it if you commit the @GLTarget@-using version to GitHub.
With your help, I got wa... -
04:05 Doomsday Engine Revision e9af7078 (github): Warp shader is working.
- Turn off frustum shift in Rift mode.
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03:49 Doomsday Engine Revision d8b7138c (github): Hacked in a simple shader
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02:52 Doomsday Engine Revision d7f38ffd (github): Add depth/stencil buffer to GLTarget with texture color attachment.
- Restore global variable for VR::mode
2013-10-29
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12:42 Doomsday Engine Revision 093fd818 (github): Failed attempt to render Rift mode to offscreen buffer, then restore to screen.
2013-10-28
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16:42 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> ...So in @clientwindow.cpp@ or other client sources, one shouldn't use the public API (@Con_Get*@) ... -
00:20 Doomsday Engine Feature #1636: Support for Oculus Rift
- I'm struggling with the warping.
I'm trying to paint to an offscreen buffer and then just paint it back on the scree...
2013-10-27
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19:27 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Yes, @GLTarget@ and @GLTexture@ should be used here. The only potential issue is that I haven't yet... -
19:13 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> Skyjake is better placed to advise on such matters as he has only recently implemented those componen... -
18:50 Doomsday Engine Feature #1636: Support for Oculus Rift
- Shifting gears for a moment...
To do the oculus rift warping, I need to do the following:
# Render the whole scen... -
18:31 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> With the current input system and renderer we should be able to (quite easily) handle 35 Hz input o... -
16:55 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> Hacking it in would inherently mean that player movement lags behind the refresh update. While it wou... -
16:07 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> @DENG_USE_OCULUS_RIFT@
Got it. Will do.
> Naturally, on game-side, the VR variables have to acc... -
16:27 Doomsday Engine Revision 77eeab79 (github): Client|Renderer|Stereo 3D:Track roll angle only for now from Oculus Rift. HEAD TRACKING!
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14:24 Doomsday Engine Revision f33ee6aa (github): Client|Renderer|Stereo 3D: Remove global VR::mode variable, in favor of Con_GetInteger("rend-vr-mode")
- Adjust link libraries for Win32 Oculus Rift SDK
Adjust comments in vr.h
2013-10-26
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22:56 Doomsday Engine Feature #1636: Support for Oculus Rift
- danij wrote:
> Re: UI and HUD drawing
>
> It would be useful for future development/maintenance to have a visual ... -
21:46 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> The Roll angle has no gameplay effect...
...but if we wanted to get really fancy, the rotated hu... -
21:39 Doomsday Engine Feature #1636: Support for Oculus Rift
- cmbruns wrote:
> To implement head tracking, I will need to link to the Oculus SDK. This should be a totally optiona... -
20:16 Doomsday Engine Feature #1636: Support for Oculus Rift
- I have added a number of different stereo 3D modes, and lightly tested most of them. Basic stereoscopic functionality...
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15:45 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > Are your changes committed to your github oculus-rift or master branch? I'd lik... -
14:40 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Nicely done. I pulled your changes and applied some fine-tuning: the mouse coordinate mapping is on... -
05:39 Doomsday Engine Feature #1636: Support for Oculus Rift
- One more thing: In my haste, I hard-coded the player point-of-view height to 41.0 map units above the floor. Where sh...
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05:34 Doomsday Engine Feature #1636: Support for Oculus Rift
- I finally got the build environment working. First on the command line, then in Qt Creator.
Using skyjake's awesom... -
21:59 Doomsday Engine Revision 929d325d (github): Client|Renderer|Stereo 3D: Add build rule for linking Oculus Rift SDK
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20:36 Doomsday Engine Revision e20b9d2e (github): Client|Renderer|Stereo 3D: Updated stereo 3d related TODO comments.
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20:23 Doomsday Engine Revision 60e1fc32 (github): Client|Renderer|Stereo 3D: Rename VR::MODE_MAX_3D_MODE to VR::MODE_MAX_3D_MODE_PLUS_ONE
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19:44 Doomsday Engine Revision b494753f (github): Client|Stereo 3D: Correct a minus sign in glFrustum call.
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18:51 Doomsday Engine Revision a32cf0ce (github): Merge branch 'master' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
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18:50 Doomsday Engine Revision e5fbdacd (github): Client|Stereo 3D:Merge branch 'oculus-rift' of https://github.com/skyjake/Doomsday-Engine into oculus-rift
- Rename vr variables and place them in new VR:: namespace.
Start implementing some of the newer stereo modes in detail. -
15:35 Doomsday Engine Revision bde13f9e (github): Sketch in most 3D modes.
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14:49 Doomsday Engine Revision 6f63bad9 (github): Rename stereo 3d mode enum instances to STEREO_3D_MODE_WHATEVER.
- Create unused enum names for other intended stereo modes.
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14:29 Doomsday Engine Revision e670c30b (github): Use already existing player-eyeheight instead of vr_viewheight.
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05:07 Doomsday Engine Revision 5ebb6945 (github): Implement first 3 stereo 3D modes: Mono, Green/Magenta, and Side by Side.
- Create several global variables related to 3D, including some console variables.
2013-10-25
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20:14 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > For Oculus Rift and cross-eyed viewing, the aspect ratio would need to be corre...
2013-10-24
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22:33 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> The downside with the current renderer is that it will not be very efficient to render the same fra... -
17:41 Doomsday Engine Feature #1636: Support for Oculus Rift
- List of higher-level tasks needed for Oculus rift mode:
* Stereoscopic 3D (in any form)
* Side-by-side scene comp... -
16:17 Doomsday Engine Feature #1636: Support for Oculus Rift
- I brought up side-by-side scene composition in my previous comment because it is a tricky topic and deserves some cog...
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14:42 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> cmbruns wrote:
> > I just implemented an Oculus Rift mode for gzdoom http://rotatingpenguin.com/gz...
2013-10-23
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20:56 Doomsday Engine Feature #1636: Support for Oculus Rift
- skyjake wrote:
> Oculus Rift is cool and we should have support for it in the renderer.
>
> However, having dabbl...
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