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#ActualForcecast

Posted 24 October 2012 - 02:50 AM

Thank you both for your input.

I understand that using a render target is the way to go for splitscreen but for my case this doesn't apply.
The pixels need to be remapped spherically, both on the left and the right part of the screen.

Initially I used the word splitscreen to cover the principal but it doesn't apply for it like you would expect.
The viewport doesn't get divided, physically there should only be one buffer to where the data gets draw on to.

Thanks in progress

Forcecast

#2Forcecast

Posted 23 October 2012 - 07:45 AM

Thank you both for your input.

I understand that using a render target is the way to go for splitscreen but for my case this doesn't apply.
The pixels need to be remapped spherically, both on the left and the right part of the screen.

Initially I used the word splitscreen to cover the principal but it doesn't apply for it like you would expect.
The viewport doesn't get divided, physically there should only be one buffer to where the data gets draw on to.

Would a shader be capable of doing this?

Thanks in progress

Forcecast

#1Forcecast

Posted 23 October 2012 - 07:44 AM

Thank you both for your input.

I understand that using a render target is the way to go for splitscreen but for my case this doesn't apply.
The pixels need to be remapped spherically, both on the left and the right part of the screen.

Initially I used the word spitscreen to cover the principal but it doesn't apply for it like you would expect.
The viewport doesn't get divided, physically there should only be one buffer to where the data gets draw on to.

Would a shader be capable of doing this?

Thanks in progress

Forcecast

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