{"action":"created","issue":{"url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera/issues/2","repository_url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera","labels_url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera/issues/2/labels{/name}","comments_url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera/issues/2/comments","events_url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera/issues/2/events","html_url":"https://github.com/filbs111/webgl-wideanglecamera/issues/2","id":176271189,"number":2,"title":"render multiple \"canted\" viewpoints for more efficient reprojection than single plane","user":{"login":"filbs111","id":19396706,"avatar_url":"https://avatars.githubusercontent.com/u/19396706?v=3","gravatar_id":"","url":"https://api.github.com/users/filbs111","html_url":"https://github.com/filbs111","followers_url":"https://api.github.com/users/filbs111/followers","following_url":"https://api.github.com/users/filbs111/following{/other_user}","gists_url":"https://api.github.com/users/filbs111/gists{/gist_id}","starred_url":"https://api.github.com/users/filbs111/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/filbs111/subscriptions","organizations_url":"https://api.github.com/users/filbs111/orgs","repos_url":"https://api.github.com/users/filbs111/repos","events_url":"https://api.github.com/users/filbs111/events{/privacy}","received_events_url":"https://api.github.com/users/filbs111/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":3,"created_at":"2016-09-11T23:11:19Z","updated_at":"2016-10-09T04:35:34Z","closed_at":null,"body":"so far have 2 methods to capture textures which will reproject onto screen : projection onto single plane, and onto faces of a cube.\r\ncube works quite well. single plane becomes very inefficient for larger fov (since texture stretches a lot in the middle when reprojected)\r\nfor moderately large fov, projecting onto two or four planes might work better.\r\nfor widescreen, one plane covers the left side of the output screen, the other the right. eg 2x 1024x1024\r\nsplitting along lines through centre of the screen means the screen and rendered texture split in the same place. \r\ncould extend this to four (top left, top right, bottom left, bottom right) but should skew view frustra so a little more complicated, and maybe little gain.\r\n"},"comment":{"url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera/issues/comments/252464222","html_url":"https://github.com/filbs111/webgl-wideanglecamera/issues/2#issuecomment-252464222","issue_url":"https://api.github.com/repos/filbs111/webgl-wideanglecamera/issues/2","id":252464222,"user":{"login":"filbs111","id":19396706,"avatar_url":"https://avatars.githubusercontent.com/u/19396706?v=3","gravatar_id":"","url":"https://api.github.com/users/filbs111","html_url":"https://github.com/filbs111","followers_url":"https://api.github.com/users/filbs111/followers","following_url":"https://api.github.com/users/filbs111/following{/other_user}","gists_url":"https://api.github.com/users/filbs111/gists{/gist_id}","starred_url":"https://api.github.com/users/filbs111/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/filbs111/subscriptions","organizations_url":"https://api.github.com/users/filbs111/orgs","repos_url":"https://api.github.com/users/filbs111/repos","events_url":"https://api.github.com/users/filbs111/events{/privacy}","received_events_url":"https://api.github.com/users/filbs111/received_events","type":"User","site_admin":false},"created_at":"2016-10-09T04:35:34Z","updated_at":"2016-10-09T04:35:34Z","body":"basically working in 9777a4e6851d546123152834abddc985ac6c98d5 (bar the triviality of drawing 4 screen quadrants)\r\ncommitted with variables (see var quadplane) to show 200 hfov OK on a 16:9 monitor. \r\nnote unfair to compare with 2plane at the mo because field of view of  different (4plane covers more area but looks more pixellated zoomed in - 4 plane should be fundamentally better in giving less variation of pixel density on screen, than 2plane for a given FOV, but not fair to compare at the mo.\r\nTODO - part of #4 - choose variables such that covers screen and no more.\r\n\r\nalso note more efficient frag shader than 2plane renderer but only because wrote in different ways - latter could be optimised a lot maybe."}}
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