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My brainstorming method:
Default camera{spherical} render pixels columns from 0 to 360 angle. Ok.
Alter the current spherical behiavour by adding a single param "eye-offset"
(generally +/-0.065/2)
For each pixel, if "eye-offset" it's not 0 (for compatibility)
rotate the vector3 <-eye_offset,0,0> to the same rotation Y axis of the pixel
column current rendering
and adding it to the 'location' of the camera for the current pixel
computation.
If anyone can suggest to me how to hack the tracepixel.cpp, i can try it, if
anyone think that can works. I don't know if can generate the Y spiral issue.
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