Chapter 5. Putting it all together: integrating head tracking and 3D rendering

This chapter covers

  • Building a simple scene, displayed on the conventional monitor
  • Splitting the scene for stereoscopic viewing, using the Rift’s user settings
  • Moving your scene to the Rift, targeting the Rift display, and enabling distortion
  • Enabling head tracking, producing a fully immersive Rift experience

Let’s take stock of all the aspects of computer graphics you’ve seen so far in this book, because now it’s time to put them into play. You’ll build a complete example in this chapter, from basic rendering to advanced Riftiness. The scene itself is going to be very simple—just a cube on a stick in space—but artistic skill in scene design isn’t the focus ...

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