Support for stereo rendering
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 25/100
- Issue type
- Feature
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- cpp
- Domain
- ar-vr-xr, computer-graphics
Research direction
Start by reviewing the referenced DirectXTK pull request #41 and the existing effects and shader structure. Define how an IEffectStereo interface, geometry shader, and shader changes would support efficient left/right eye rendering across AR/VR platforms; done means stereo rendering works for the affected effects.
Written by the indexing model from the issue text.
Description
@Holographic and other AR/VR platforms require more complex transformations to handle left/right eye rendering efficiently.
See this pull request for some details on what this would entail.
This would probably entail adding an IEffectStereo interface to the effects, including a geometry shader for multiple render target selection, and shader changes to implement.
- Dominant language
- C++
- Stars
- 1.8k
- Forks
- 463
- Avg merge
- 2d 23h
- Merged PRs (30d)
- 6
Getting set up
This project ships no dev container, Dockerfile or contributing guide, so setting up is up to you: start from its README, and see our first-contribution guide for the general steps.
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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