Bastiaan Olij | Godot - Navmesh VR Part 2 @BastiaanOlij | Uploaded April 2017 | Updated October 2024, 13 hours ago.
In this second part we tackle lens distortion to complete the rendering of our game.
Link to wikipedia about lens distortion:
en.wikipedia.org/wiki/Distortion_(optics)
Link to cardboard viewer setting website:
wwgc.firebaseapp.com
Source code for this part:
github.com/BastiaanOlij/navmesh-vr/tree/Part2
** important **
I found one critical mistake at the end of the video. When I apply the upscale only to the width of our render texture to work around a shortcoming in Godot 2.0 the aspect ratio of the render texture changes and this effects the frustum size. As a workaround you need to multiply f3 with the aspect ratio twice.
In this second part we tackle lens distortion to complete the rendering of our game.
Link to wikipedia about lens distortion:
en.wikipedia.org/wiki/Distortion_(optics)
Link to cardboard viewer setting website:
wwgc.firebaseapp.com
Source code for this part:
github.com/BastiaanOlij/navmesh-vr/tree/Part2
** important **
I found one critical mistake at the end of the video. When I apply the upscale only to the width of our render texture to work around a shortcoming in Godot 2.0 the aspect ratio of the render texture changes and this effects the frustum size. As a workaround you need to multiply f3 with the aspect ratio twice.