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2016-07-12

15:47 Doomsday Engine Feature #2164: Interlaced 3D mode
skyjake wrote:
> Use a post-processing shader to interlace the left and right eye frames.
>
> See discussion: htt...

2013-12-19

02:30 Doomsday Engine Feature #1680: Quad-buffered GL framebuffer
skyjake wrote:
> I pushed some changes to master that might fix VR mode 13.
>
> @cmbruns: could you test this, pl...

2013-12-12

01:14 Doomsday Engine Feature #1636: Support for Oculus Rift
skyjake wrote:
> Good news, I now have a Rift devkit of my own to play around with.
Awesome news! Welcome to the ...

2013-12-11

19:00 Doomsday Engine Feature #1678: Optimize stereoscopic pixel formats
skyjake wrote:
> If it is required that rendering occurs in the system framebuffer (FBO 0), we could — in VR mode 13...

2013-11-28

00:04 Doomsday Engine Feature #1636: Support for Oculus Rift
h1. Crosshair refinement questions
* In Rift mode, some crosshair details are missing, presumably because the cros...
20:29 Doomsday Engine Feature #1636: Support for Oculus Rift
Is greyscale rendering possible?
I recently got a request to implement greyscale anaglyph 3D modes in GZ3Doom. Thi...
20:21 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> I've just been trying out the vr modes. With mode 9 I'm noticing thin gaps in the map geometry when t...

2013-11-24

20:51 Doomsday Engine Feature #1636: Support for Oculus Rift
I just found another bug: Sequentially activating "rend-vr-mode 13", followed by "rend-vr-mode 9" results in an asser...
20:42 Doomsday Engine Feature #1636: Support for Oculus Rift
I'm still struggling a bit with the Mac build system. The good news is that I can build the Doomsday app in Qt Creato...
17:49 Doomsday Engine Feature #1636: Support for Oculus Rift
danij wrote:
> I've just been trying out the vr modes. With mode 9 I'm noticing thin gaps in the map geometry when t...

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