After last commit (20099) warping meshes got slower (more quality == less performance). Since we don't need an extra warping for truncated domes, It's better to handle them directly in openGL without the need of warping it.
I'll talk with some Dome owners to see if we need both Upright and Downright modes. I may remove one of them by 2.49 them.
*) also: a proper GLEW_EXT_framebuffer_object check before generating FBO (for warping meshes).
**) next in line (maybe after RC2): tilt option to tilt the camera up to 90º upward.
We are using an image twice as big to render the fisheye before warping.
It'll slow down warping meshes a little, but we get way more resolution.
Therefore I will bring Truncated Dome mode back in order to avoid using warping mesh for that.
* Enviroment Map implemented (replacing truncated mode 2).
- Now it's possible to pre-bake animated (or static) EnvMaps to use with Cube Map textures.
* Enabling 2DFilter in Dome mode
- no GL_DEPTH_BUFFER supported though.
* Tweaking GameSettings menu (centralizing buttons)
User guide:
http://wiki.blender.org/index.php/Dev:Source/GameEngine/Fisheye_Dome_Camera
Fixed two bugs from original patch:
- deleting a text will clear the warp field from Game framing settings
- removed spurious black dots along the edge of the cube map in the gameplayer
Known limitation:
- resizing of the screen doesn't work in the gameplayer
Known bugs:
- Texture with reflexion are not rendered correctly
- Spurious problems with light