My intention is to process the raw texture(regardless of size of the individual) of 32 views within Adobe After Effects -> Create 2560 x 1600 video file -> playback full screen on HoloPlayer One. I suppose I could create 2048x2048 video file instead(arranged according to the information you sent me). Then send it to Unity3D to handle the processing.
The reason for creating a video file to begin with is that… I do have sixteen 3D video cameras which are synchronized. I get exactly 32 views. This is why I ordered the HoloPlayer One as soon as I was offered.
My question was… how the processing of the raw textrue was done in Unity3D. It is not a Unity3D specific question though. I only have the experience with barrier strips 3d displays and not so much on lenticular 3d displays. Barrier strips displays use subpixel(RGB) to extend the resolution of the monitor by three folds. Then it overcomes the color problem(caused by subpixel grouping, or scatter) by skewing the barrier strips just a little bit.(To evenly distribute R,G,B) Preparation is important hence. And it all depends on the monitor’s hardware specification. How individual physical R,G,B subpixels are arranged(to form 24bit RGB pixels), thier size, etc.
Here I made a conceptual explanation of my question.(But only in single horizontal line.)
0,1,2 becomes the first view, 3,4,5 becomes the second view, etc.
But 0,3,6,9… get only the red pixels.
So there must be a method like the barrier strips 3d displays use.
Barrier strips 3d uses patterned arrangedment(in width and height) to overcome the color problem.
Please check and let me know.
Thank you for the reply~~~