Deffered Rendering and viewPort Rect

Hello,

I’m trying to understand and resolve a problem specific to the deffered rendering path. I’m creating an Alioscopy (3D without glasses) implementation in Unity and I’ve a problem when I turn the rendering in deffered.

The Alioscopy process need to render the scene with 8 cameras then blend them in a huge vertical one and take this last to render on the screen with a shader.
TO render the 8 cameras, I choose to directly create a big render Texture (the huge vertical one) and render each camera on a part of it.
So let assume we have a render texture of 720/2880, the first camera will render on the first 720/360 and etc…
This as been done by assign the render texture to all the cameras then use the normalized view port rect to set the render field…
This work perfectly on forward rendering but not on deffered.

By doing some test,(take one camera in deffered and one rendertexture), it seems that the problem is that we can’t render in a part of a texture with deffered rendering…

Does someone know why and how to avoid this?

Regards,

Pierre

can you share your code/implementation project, so that we can understand and may be able to help you more.

Salut Pierre

Je regardais moi aussi si quelqu’un avait fait un plugin unity pour l’alioscopy et du coup je tombe sur ton post :wink:
Bon alors tu y es arrivé ? ca marche bien ?

Il parait que le version de 3dvia studio pro gererait nativement l’alioscopy (j’ai un client qui s’y interesse), vous avez pensé a cette solution ? vous passez sous unity et abandonnez virtools ?

A+
Laurent Matheis
www.addinglight.com

I too am about to buy an Alioscopy screen for Unity development. Any help on camera set-up appreciated!

–ari