forked from obviousjim/ofxOculusDK2
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Todo
mattebb edited this page May 15, 2015
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Things remaining that I'd like to do, ordered by importance for me (and therefore likelihood of getting done ;)
Code path for OF's OpenGL 3 style programmable renderer pipeline (i.e. avoiding openGL matrix stack manipulation --> retrieving matrices and doing transforms in vertex shader)- Builtin OpenGL 3 / GLSL 150 shaders, not external
- Check and if necessary fix the gaze detection (screenToWorld etc) to work with latest matrix updates
Oculus SDK rendering as an alternative option to the current distortion mesh rendering- Option to draw positional tracking frustrum volume / register out-of-bounds
Configurable render target resolution (to adjust quality)- Configurable fov
Options to turn on/off HMD features like low persistenceFunctions to retrieve user settings from Oculus SDK eg. eye height