TimeWarp question.
Hi,
Is the client distortion rendering timewarp code in the OculusTinyRoom demo correct?
It's giving different results with #SDK_RENDER 0 than it does with #SDK_RENDER 1 - there is a slight 'ghost effect' when standing in front of brick walls and turning your head left/right with #SDK_RENDER 0. You can see the vertical lines between bricks 'ahead' of your head movement, but this effect is mostly gone when using #SDK_RENDER 1.
Based on my understanding of timewarp code, I thought there was meant to be a' 'WaitUntil' before distortion meshes are rendered, so timewarp gets to sample HMD as late as possible, but there doesn't seem to be any such delay in the code.
Also: Whats the deal with rendering left/right eye in a 'special' order? Since everything is double (or more) buffered, this seems strange-ish to me...
Bye!
Mark
Is the client distortion rendering timewarp code in the OculusTinyRoom demo correct?
It's giving different results with #SDK_RENDER 0 than it does with #SDK_RENDER 1 - there is a slight 'ghost effect' when standing in front of brick walls and turning your head left/right with #SDK_RENDER 0. You can see the vertical lines between bricks 'ahead' of your head movement, but this effect is mostly gone when using #SDK_RENDER 1.
Based on my understanding of timewarp code, I thought there was meant to be a' 'WaitUntil' before distortion meshes are rendered, so timewarp gets to sample HMD as late as possible, but there doesn't seem to be any such delay in the code.
Also: Whats the deal with rendering left/right eye in a 'special' order? Since everything is double (or more) buffered, this seems strange-ish to me...
Bye!
Mark
