after much complaining and such you may wonder where I am now, well fundamentally “I got it all going” but “because it’s maybe not the official way to get it going” I am not sure I can/should publish my result anywhere without an official “approvation” by LG.
Said that must be said that “if you do it totally from 0 pure OpenGL style” by the time you have all the code you need to sort out shaders/things and such that ‘example’ would come quite a bit of handful of code even if, nothing particularly special.
I’d dare to say “the most special part” would be probably reading/parsing that JSON string to extract the calibration params, once you have those and the correct camera/proj matrix everything else is left to your own implementation.
Some of my findings are that - I think - you can get ‘best results’ using a quilt 8192x8192 instead of 4096, the difference is noticeable.
But here comes a bit of a stuff I am still trying to figure it out “the sweet Z spot”, with the supplied proj/camera matrix it seems “Z = 0” is what you want, with let’s say a ‘margin’ between -0.2 < Z < 1.5 or sorta.
I mean what I see happening if you try to “push” an object “too forward” or “too close” you get to a point where “everything crases” the image gets “fuzzy” or even the whole thing seems to ‘come out the box’ but the whole parallax/focus things go banana.
And I meaning “not touching anything else but the World matrix” i.e. purely translating the object on the Z axis.
I noted anyway that it really seems that ‘there’s always a lightly bit of degradation’ as you move forward/backwards in Z, that seems to be unavoidable.
So what are the let’s say “suggested boundaries” for an object to live within the LG space ?
I mean do you have a “suggested world bounding box” to respect ?