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I was just thinking about this some more.. I think it has to do with the
spherical normal to begin with. It looks like the 'splitting' of the viewport
is happening OK (thanks to the warp I presume) but the spherical nature of the
normal is what is causing the distortion.
What if you tried a gradient, something like (forgive my syntax, I don't have
POV in front of me)
gradient x
normal_map {
[0.0 <1, -1>]
[0.5 <0, -1>]
[0.5 <0, 1>]
[1.0 <1, 1>]
}
translate -0.5*x
...or similar. I have absolutely no idea how you would focus something like that
though! Perhaps some clever scaling.. hehehe
Just throwin' it out there.
sooperFoX
P.S. the more I think about it, the more it seems like just trying to find a
"short-cut" for the method I described at the end of my last post.. maybe
prisms instead of mirrors though.. hmmm
"sooperFoX" <bon### [at] gmailcom> wrote:
> ...the radial angular perspective distortion ruins the
> effect somewhat..
--->8--- snip
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