Hi,
you have to replicate what you did for the camera decorators for the
viewports as well. So you need StereoBufferViewports, one for the left
eye with
svpleft->setLeftBuffer(true);
svpleft->setRightBuffer(false);
svpleft->setCamera(cameraDecoratorLeft);
and one for the right eye, with
svpright->setLeftBuffer(false);
svpright->setRightBuffer(true);
svpleft->setCamera(cameraDecoratorRight);
than add both viewports to the Window.
Source/System/Window/testStereoDecor.cpp has some examples for
reference.
kind regards
gerrit
On Tue, 2014-11-25 at 15:48 +0100, Jörn Teuber wrote:
> Hello everybody,
>
> I have a seemingly simple problem with OpenSG 1.8 (yes, I have to use
> that version...) which I don't know how to solve:
> I want to use a zSpace Monitor to render in 3D, so I need quad buffered
> stereo. No problem I thought, just use the StereoBufferedViewport with a
> Camera with two ShearedStereoCameraDecorator. But it does give me any
> 3D. I still only get a 2D version of my scene even though the monitor is
> clearly in 3D mode. I can even disable one of the buffers of the
> Viewport to get a nice flickering window. What did I miss here?
>
> Now a snippet of the relevant code I use (the original got some calls to
> the zSpace API, but I don't think they matter here):
>
> initialisation:
> [...]
>
> m_pCamera = osg::PerspectiveCamera::create();
> osg::beginEditCP(m_pCamera);
> m_pCamera->setBeacon(m_pCamBeacon);
> m_pCamera->setFov(osg::deg2rad(60));
> m_pCamera->setNear(0.1);
> m_pCamera->setFar(100);
> osg::endEditCP(m_pCamera);
>
> osg::ShearedStereoCameraDecoratorPtr cameraDecoratorLeft,
> cameraDecoratorRight;
>
> cameraDecoratorLeft = osg::ShearedStereoCameraDecorator::create();
> osg::beginEditCP(cameraDecoratorLeft);
> cameraDecoratorLeft->setLeftEye(true);
> cameraDecoratorLeft->setEyeSeparation( fEyeSeperation );
> cameraDecoratorLeft->setDecoratee(m_pCamera);
> cameraDecoratorLeft->setZeroParallaxDistance(
> fZeroParallaxDist );
> osg::endEditCP(cameraDecoratorLeft);
>
> cameraDecoratorRight = osg::ShearedStereoCameraDecorator::create();
> osg::beginEditCP(cameraDecoratorRight);
> cameraDecoratorRight->setLeftEye(false);
> cameraDecoratorRight->setEyeSeparation( fEyeSeperation );
> cameraDecoratorRight->setDecoratee(m_pCamera);
> cameraDecoratorRight->setZeroParallaxDistance(
> fZeroParallaxDist );
> osg::endEditCP(cameraDecoratorRight);
>
> m_pViewport = osg::StereoBufferViewport::create();
>
> osg::beginEditCP(m_pViewport);
> m_pViewportLeft->setCamera( m_pCamera );
> m_pViewportLeft->setBackground( background );
> m_pViewportLeft->setRoot(pRoot);
> m_pViewportLeft->setSize(0,0,1,1);
> osg::endEditCP(m_pViewport);
>
> m_pWindow = osg::GLUTWindow::create();
> osg::beginEditCP(m_pWindow);
> m_pWindow->setId(winid);
> m_pWindow->addPort(m_pViewport);
> m_pWindow->setSize( m_iWindowWidth, m_iWindowHeight);
> m_pWindow->init();
> osg::endEditCP(m_pWindow);
>
>
> rendering: a simple
> void render( osg::RenderAction* pRenderAction )
> {
> m_pWindow->render( pRenderAction );
> }
>
> Thank you so much for any help with this!
> Best regards
> Jörn Teuber
>
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--
Gerrit Voß
盖瑞客
---------------------------------------------------
Fraunhofer IDM @ NTU
南洋理工大学, Nanyang Technological University, (NTU)
新加坡, Singapore
--------------------------------------------------
If we communicate everything we ever think, speech
just becomes static. And all of us become bores.
J. Clarkson
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