is it possible to get a REAL fisheye view with OpenGL? Is it possible to tell openGL to use the whole vertex to calculate the distance to the camera, not only the z coord?
With REAL fisheye I mean the error that occures on real cameras, you move too near to a plane with a big fov and the plane distorts into a sphere. In current 3D applications, this doesn't happen because only the Z coord is used to compute the distance between a vertex and the camera position.
Is this possible or do I have to compute it for myself?
I would prefer doing it with hardware to save CPU time. I could use a vertex shader to do it but I want my app to run on computers with less than a geforce 3 if possible.
Any chance to do it with hardware?