Thread: Wide-angle view
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Old 09-03-2009, 06:05 PM
farshizzo farshizzo is offline
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For each view, you would create a separate render node and render texture. You would then apply all the render textures from each view to a separate texture unit of a quad. Finally, you would apply a fragment shader on the quad that performs the undistortion using the different textures. I can provide some sample code that sets this up if you like, but you would still need to come up with your own shader code that performs the undistortion.
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