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Add 'layout' hint for quad, cylinder, equirect stereo layers #46
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@Artyom17 and I talked offline about this. However, the current API allows the UA to switch to a different layout or even another texture if the requested size is too big for a left-to-right texture. At best, if the author knows if it's left-to-right or top-to-bottom, they could blit for 2 eyes at the same time. |
I disagree. If I use pre-rendered content, such as stereo 360 photos, or regular 3D photos, I want dev to be able to use the texture unmodified. I don't understand why we are going to limit to side-by-side stereo only and not to include top-to-bottom as well. I'd strongly recommend to add the hint to all the layers (well, other than projection layer). |
The only thing this would solve is a blit during rendering (so 2 instead of 1). If we offer a hint, do we also extend the API to say what type of layout was created by the UA? Can the hint be ignored? |
What I think:
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I am currently prototyping stereo support for Equirect (and same will be applicable to Cylinder and Quad, while Cube might be different). What I also found out:
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Do you feel strongly that this should be in the first version of the layers spec or can we postpone it until later? |
yes, please file separate issues |
I feel strongly that this is a basic functionality that should be in the first version. |
I added support for this in the layers readme in my repo. |
BTW, one more argument to have stereo layout: it will simplify not only usage of the pre-rendered texture, but it also will save a dev time for defining proper texture transforms (bias / scale) (see #48). |
For pre-rendered textures, you'd only draw once so there's no real performance benefit to have the side-by-side support... |
/agenda do we need 'layout' enum for quad, cylinder, equirect stereo layers? |
Displaying pre-rendered stereo images or videos will require specification of stereo layout, which is currently mentioned for video quad layer. However, for stereo photos, stereo 180/360 panoramas it is also required WHEN texture2D is used. For texture arrays it will be ignored.
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