So, I\'ve messed around with three.js, works out great. The only thing I can\'t figure out, is how to make a camera with a real fisheye effect.
How is that possible?
Put a camera inside a reflective sphere. Make sure the sphere is double sided. Parent the camera and sphere together if you want to move it around your scene. Works like a charm:
http://tileableart.com/code/NOCosmos/test.html
borrowed from:
http://mrdoob.github.io/three.js/examples/webgl_materials_cubemap_dynamic2.html
cubeCamera = new THREE.CubeCamera( 1, 3000, 1024);
cubeCamera.renderTarget.minFilter = THREE.LinearMipMapLinearFilter;
scene.add( cubeCamera );
camParent.add(cubeCamera);
var material = new THREE.MeshBasicMaterial( { envMap: cubeCamera.renderTarget } );
material.side = THREE.DoubleSide;
sphere = new THREE.Mesh( new THREE.SphereGeometry( 2, 60, 30 ), material );