A implementation of stereoscopic portals for virtual reality (VR). Supports only the Oculus Rift.
Based off of Tom Hulton-Harrop's tutorial, Portal Rendering with Offscreen Render Targets.
Implementation of portals for VR (Oculus Rift)
A implementation of stereoscopic portals for virtual reality (VR). Supports only the Oculus Rift.
Based off of Tom Hulton-Harrop's tutorial, Portal Rendering with Offscreen Render Targets.
It might be worth to not support the localavatar hands because then we could treat the hands as normal objects
Right now the depth mask that hides objects passing through the portal is mostly too large and doesn't adjust to the object passing through. Maybe compute a bounding box for a specific object and reshape the depth mask cube based off of that?
I believe this would have a more natural effect when you look through the portal.
This should bring performance gains. See more here.
When should objects actually teleport? When they've exited the other side of the portal? When the hand that's grabbing it has passed through? When the hand releases it?
This way you can't look at the other side of the portal and see the object sticking halfway through it. Maybe bounding box on that portion + depth masks or stencil masks?
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