How does the warping actually work?
All content for hemispherical at some stage is represented as a fisheye image. If this image was projected using a data projector with a fisheye lens located at the center of the dome then the image would appear undistorted on the dome surface (assuming the viewer was in the position the fisheye was created for). If the same image were projected using a standard data projector and reflected off a spherical mirror onto the dome the result would appear far from correct. However, it is possible to distort (also called warping) the fisheye image to compensate for the distorting effect of the spherical mirror. In practical terms this is usually done by applying the fisheye image to an OpenGL mesh with just the right texture coordinates. This mesh and the corresponding texture coordinates is what my “meshmapper” generates and is further described here along with some extensions described here. Once you have gone to the trouble of creating such a warping mesh then it can be used by all packag