I'm trying to use instancing to do VR rendering in OpenGL with 1 draw call, 2 instances (one for left eye, one for right eye). The vertex shader then translates the vertices left for instanceID 0 and right for instanceID 1. The only thing I need more is per-instance viewport for automatic hardware culling/clipping. This is doable in directX but is it in OpenGL?
Instanced-based VR rendering in OpenGL
1k Views Asked by Tuxer At
1
There are 1 best solutions below
Related Questions in OPENGL
- setting OpenGL version in objective-C
- How to run OpenGL version 3.3 (with Intel HD 4000) on Ubuntu 15.04
- Can linear filtering be used for an FBO blit of an MSAA texture to non-MSAA texture?
- How to get shader version from QOpenGLShader?
- "Capture GPU Frame" in XCode -- iOS only?
- Difference between glewGetString(GLEW_VERSION) and glewIsSupported
- Tesselation result flickering - OpenGL/GLSL
- Water rendering in opengl
- Texture mapping consuming physical memory
- Rotating a Cube using Quaternions in PyOpenGL
- Switching from perspective orthographic projection in OpenGL
- FreeType2 and OpenGL : Use unicode
- Should Meshes with and without Skeleton use different Shaders?
- How to get accurate 3D depth from 2D screen mouse click for large scale object in OpenGL?
- Trying to load 2d texture with glTexImage2D, but just getting blank
Related Questions in VIRTUAL-REALITY
- how to bluid unity project correctly into android device
- how to create fuse buttons using Google cardboard sdk
- Using a cursor within a Virtual Reality application to click on buttons
- position of Prefab Cardboard change on Unity play
- How to combine Cardboard VR + Vuforia AR plugin on Unity?
- How to Capture the screen of Gear VR and display on laptop or projector
- Stream youtube video for Google Cardboard - Android
- How to export a 3D design and port it so it can be seen with Google CardBoard
- Create simple Google Cardboard
- Render Android MediaCodec output on two views for VR Headset compatibility
- Unity vr develop do I need right and left camera?
- Capture a video on Gear VR for my own VR application without publishing application on Play Store
- How to get current play time of GVRVideoView
- LibGdx: calculating view matrix from projection
- Virtual Reality for all drivers
Related Questions in GEOMETRY-INSTANCING
- Improving framerate of instanced geometry scene
- Is there a defined draw order for OpenGL instanced drawing?
- Cant understand concept of merge-instancing
- Can we use ThreeJs Helpers with InstancedMeshes?
- How does the game Rust place Millions of Grass, Rocks, and Trees
- How to use geometry-instancing in Bevy?
- How do I get the THREE.JS InstancedMesh working?
- Using vertex buffer instancing, how to dynamically change separate instance position?
- Opengl - instanced attributes
- Webgl2 instance draw using TWGL.js divisor error
- OpenGL collision detection with instanced object
- A strange bug about GPU Instancing on phones with android version 7.0 and below equipped Adreno
- XNA Hardware Instancing - faces drawn in wrong order around icosphere
- Unable to instance VAOs at multiple positions in OpenGL
- How to draw selected instances with gl_InstanceID and glDrawElements...?
Trending Questions
- UIImageView Frame Doesn't Reflect Constraints
- Is it possible to use adb commands to click on a view by finding its ID?
- How to create a new web character symbol recognizable by html/javascript?
- Why isn't my CSS3 animation smooth in Google Chrome (but very smooth on other browsers)?
- Heap Gives Page Fault
- Connect ffmpeg to Visual Studio 2008
- Both Object- and ValueAnimator jumps when Duration is set above API LvL 24
- How to avoid default initialization of objects in std::vector?
- second argument of the command line arguments in a format other than char** argv or char* argv[]
- How to improve efficiency of algorithm which generates next lexicographic permutation?
- Navigating to the another actvity app getting crash in android
- How to read the particular message format in android and store in sqlite database?
- Resetting inventory status after order is cancelled
- Efficiently compute powers of X in SSE/AVX
- Insert into an external database using ajax and php : POST 500 (Internal Server Error)
Popular Questions
- How do I undo the most recent local commits in Git?
- How can I remove a specific item from an array in JavaScript?
- How do I delete a Git branch locally and remotely?
- Find all files containing a specific text (string) on Linux?
- How do I revert a Git repository to a previous commit?
- How do I create an HTML button that acts like a link?
- How do I check out a remote Git branch?
- How do I force "git pull" to overwrite local files?
- How do I list all files of a directory?
- How to check whether a string contains a substring in JavaScript?
- How do I redirect to another webpage?
- How can I iterate over rows in a Pandas DataFrame?
- How do I convert a String to an int in Java?
- Does Python have a string 'contains' substring method?
- How do I check if a string contains a specific word?
Recently I was actually implementing instanced stereo rendering for VR and had the same problem. I had the choice of using geometry shader for instanced viewports but I didn't want the overhead it'd introduce. So, in the end I ended up shifting the perspective for each view and using a clip plane.
So that's probably what you're looking for, a clip plane. It's really simple to implement in a vertex shader too, you just pass the 'x' coord into gl_ClipDistance. https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/gl_ClipDistance.xhtml
Good luck