Hi,
I have a question about how the stereo works in equalizer. Users write a normal (one view) rendering program in OpenGL, then Equalizer can automatically renders two views, of which viewpoints are a bit left and right from the original view point. So, my question is how the equalizer infers the original viewpoint from the OpenGL code? Sometimes it is quite easy to figure out the viewpoint information from OpenGL calls, but in many cases, it is not. If we can modify drivers, then we can take nvidia's way - http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pd<http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf> But I guess Equalizer does not take this way, right? So how did you achieve this? Sorry for not going through the code to figure it out by myself. :)
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