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Month: November 2019

VR Play Area & Stable Fit

Since I am working on an Escape Room setting where the player should be allowed to freely walk around in virtual reality without teleporting, the play area becomes hugely important. First the terms: Boundary: The actual line the player has virtually drawn to limit the available play space Play area: The biggest possible rectangle that […]

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Stencils & Sorting Geometry

Back in my initial post on the stencil buffer approach I had used a simple heuristic for setting the correct render queue. As I feared it didn’t hold up for very long. There are not only 2 layers that need to be set. Let’s look at the picture below: What’s going on here? The back […]

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