Show different geometry for each eye on an Oculus Rift
For an experiment on binocular disparities we want to show different geometries for each eye using UE4 and an Oculus Rift.
We already implemented some Materials that make use of the ScreenPosition of each pixel to determine if it is rendered for the left or the right eye and show different textures. But there seems to be no "trick" to do the same for geometry.
Is there a way to render different geometry for each eye on an oculus rift? Alternatively: Where would such a feature be implemented in code?
Thanks for your answers!
asked Aug 24 '15 at 08:55 AM in Rendering
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