Kicking an old thread - but hey, at least it's my own thread, and the kick is related.
Wow, it's been a while since my original request for native vertex-based spherical projection. I've been keeping an eye on things, but not particularly frequently, as my collimated display has been sitting mostly unused gathering dust for the past four years. Guess that's to be expected with three kids under five. Anyway, I'm finally spending some time trying to get it dusted off and running, and I took another look at the progress in Outerra. It's looking amazing, but I'm still hoping for a usable arbitrarily-wide spherical projection at some point. For now, I see the following issues, illustrated in the linked video:
https://www.youtube.com/watch?v=9oJOBWUAVE0&feature=youtu.be- Tree shadows detached from the trees except directly in the center of the view
- Large-scale terrain lighting shifts with the view
- Trees that I'm passing well above seem to grow up directly into my path as I pass over them. (maybe a result of correct vertex warping, but large-polygon perspective?)
Any chance that these issues will be corrected?
In addition to that, I notice that we're still limited to 179.9°, as though it is being generated via a single frustum, although warped at the vertex level.
I wonder if my original request has created an inappropriate amount of added work; with the increase in rendering horsepower over the past four years, it is becoming less distasteful to simply render multiple views at a higher resolution and resample them to a spherical projection. Could this be a short-term option to permit fields of view beyond 180°? When (if?) you do introduce beyond-180° rendering by whatever means you deem appropriate, could you PLEASE allow for horizontal and vertical fields of view that are not tied to each other? For instance, I'd like to be able to specify 220° horizontal by 40° vertical, regardless of the actual aspect ratio of my displays.
Again, thanks for your amazing work!