there have been some discussion on this forum about how to do fulldome-ready images but no ready-to-use solution has been presented.
below you’ll find a patch that demonstrates how to stitch a cube-map generated by the render TOP to a fulldome image by means of a very simple glsl shader.
the trick is easy. do cartesian to spherical and back to cartesian. feed the result into textureCube() and voila. i actually had some troubles believing that it’s so easy.
so you need to render a cubemap which is not very fast. there is another solution. one can bend the vertex position with the same technique in a vertex shader. that only needs ONE render but you have to tessalate the geometry a lot which might lead to even longer rendering times.
have fun with this and create astonishing immersive content!
documentation is in the patch.
cube_to_fisheye.toe (9.19 KB)