Skip to content
  • Categories
  • Recent
  • Tags
  • Popular
  • Users
  • Groups
  • Search
  • Get Qt Extensions
  • Unsolved
Collapse
Brand Logo
  1. Home
  2. Qt Development
  3. Game Development
  4. Stereo in framebuffer, but not in processed framebuffer
Forum Updated to NodeBB v4.3 + New Features

Stereo in framebuffer, but not in processed framebuffer

Scheduled Pinned Locked Moved Game Development
1 Posts 1 Posters 824 Views 1 Watching
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • L Offline
    L Offline
    LReiter
    wrote on 8 May 2014, 12:59 last edited by
    #1

    Hey everyone,
    I'm currently using a modified version of [url=http://pastebin.com/2VEasjbu]this[/url] minimal example to get my Qt openGL app Rift compatible.
    When I render to the framebuffer, it looks like this image (about right).
    http://www.pic-upload.de/view-23131226/framebufferexample.png.html

    When I process the framebuffer with the barrel distortion though, it looks like the second image.
    http://www.pic-upload.de/view-23131225/processedframebufferexample.png.html

    So basically I'm losing the two viewports and am rendering only one "behind" the "shader goggles". How could this happen? I mean, Im rendering the framebuffer to screen, am I not?

    In the above posted code, shaders start at line 536. Relevant code for postprocessing starts at 655 or 614.
    If anyone could help me into the right direction I'd be grateful.

    The (I believe to be) relevant parts of my code are as follows:
    http://pastebin.com/nQdud9Tc

    1 Reply Last reply
    0

    1/1

    8 May 2014, 12:59

    • Login

    • Login or register to search.
    1 out of 1
    • First post
      1/1
      Last post
    0
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Search
    • Get Qt Extensions
    • Unsolved