You find that these functions are slow. That's normal.

From: https://www.opengl.org/wiki/Common_Mistakes#glGetFloatv_glGetBooleanv_glGetDoublev_glGetIntegerv

I am sorry, Oculus. But I’m not going to use you SDK Rendering and will invest another 30-60 hrs trying to replicate the ovr distortion myself.

Oculus SDK OpenGL Rendering saves most states of gl twice every frame. I didn’t …

What I have been up to.

Today I was surprised to be reminded of my tumblr blog beeing three years old now. I guess this is a good excuse to write about what I have been doing and not blogging about the last year.

Obviously I have been studying, which may have helped the inactivity alot …

Quick Tip #1

In C++, compiling with MinGW-gcc:

When including headers from within a namespace, gcc output goes wild.

Don’t.

This post was imported from tumblr.

Posted on in tumblr. updated archived Tags: compiling, c++.

Oculus Rift - Impressions

Today I got the chance to try the Oculus Rift for the first time thanks to my University. I am very enthusiastic about VR and have been following News on Oculus Rift ever since they started on Kickstarter. So here my impressions:

First Thing I noticed was that the head …

EpicRay: Multi-Threaded Rendering

Recently I added multi-threaded rendering support to my open source java raycasting game engine.

The last few weeks, I was pretty busy with university stuff. If I did anything else, I optimized EpicRay. After the drop to 8fps (due to floor and ceiling textures), I optimized the rendering to go …

Epic Ray Floor Rendering

I did some work on Epic Ray today. I refractored the rendering system to how it was meant originally (most of the code was make-shift, just to have something on the screen). Also, there is a depthbuffer now :)

EpicRay now supports floor and ceiling color rendering (no textures just of …

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