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davidwyandgg's avatar
davidwyandgg
Explorer
13 years ago

Making Progress with Torque 3D

Hey Rift Peeps!

I've decided to tackle the barrel distortion shader first with Torque 3D. That way I can immediately see my results of my work in the Rift.

For now, I've not worried about rendering a stereo pair from the engine as that will require some modifications to Torque 3D's graphics pipeline. In its place I take T3D's standard rendering and crop out a center strip (with the cropping shifted left and right to simulate the eye separation based on values from the OVR SDK) and build a stereo-like pair. So far this has been a decent stand-in for true stereo rendering.

I then apply the OVR SDK given barrel distortion shader to my fake stereo-pair image and end up with the following:

T3D-Rift-Test-02.jpg

I'm also not scaling up the input texture (as discussed in section 5.6.3 of the docs) and instead am taking a hit to the resolution of the final image to get the larger FOV. In the image above I'm scaling the distortion shader's Scale constant by 0.8. Down the road I'll add proper support for the larger input texture to Torque 3D (which will also require some graphics pipeline changes).

Even without true stereo rendering the experience in quite compelling. Next up, head tracking!

My ultimate goal would be to combine my Razer Hydra integration with the Rift for a sweet demo. If you're interested, you can read about my T3D Hydra integration here: Torque 3D Now Supports the Razer Hydra Controller.

- Dave

EDIT: Image attachments are pretty limited in size, eh? It would be great if the forum supported auto-scaling of the image with a link to the full size.

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