![]() ![]() The GL_OVR_multiview extension adresses this issue by allowing one draw call to render to multiple texture layers of an array texture, removing the overhead of setting up multiple draw calls. ![]() Doing this by simply rendering everything twice with different view and perspective matrices is not optimal, as it requires setting up a mostly identical draw call multiple times. Virtual reality applications need to render all their scenes twice from different view angles in order to create the illusion of depth. What is multiview rendering and why is it useful? Using multiview rendering also restricts you from using geometry and tessellation shaders. Details on thess extensions can be found here and here. The extension GL_OVR_multiview_multisampled_render_to_texture is also useful as it allows multiview rendering to multisampled textures. Only the GL_OVR_multiview extension is required by this tutorial, as we only change the gl_Position output based on the view index in the sample code. The extension GL_OVR_multiview2 removes this restriction, making it much more useful as lighting might depend on the position of the camera. This extension is however limited so that only the output gl_Position can depend on the view index. ![]() Warning In order to use multiview rendering the GL_OVR_multiview extension is needed. ![]()
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