even with vertex shaders you would still have the problem that straight lines are not curvy enough.
The first gpu manufacturer that realises that lines are realy straight curves will make alot of $$$.
fisheye view with OpenGL?
www.flashbang.se | www.thegeekstate.com | nehe.gamedev.net | glAux fix for lesson 6 | [twitter]thegeekstate[/twitter]
If displacement mapping existed in OpenGL, you could combine vertex programs with it and get a 100% correct fish-eye view.
If you want to project to a curve, a bad solution would be to grab the screen and project it on a texture over a distorted quad. It is not physically correct, but looks fine for a demo, for instance.
If you want to project to a curve, a bad solution would be to grab the screen and project it on a texture over a distorted quad. It is not physically correct, but looks fine for a demo, for instance.
Well, use heavy tesselation on models that are close to the camera, the line effect will be reduced
(you can find me on IRC : #opengl on undernet)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement