| While there is nothing in the OpenGL spec saying what to do for stereo,
| for performance reasons sharing the Z-buffer for both eyes is not a
| good idea.  All Sun graphics cards and our PC test cards have a Z-buffer
| per eye so this problem caught us by surprise.
|
| Dan Petersen

  The OpenGL spec actually seems to be quite clear that the left/right
buffers only exist for the color buffers.  The depth, stencil, and
accumulation buffers should not have left/right or front/back copies.
Here is a quote from chapter 4, "Per-Fragment Operations and the Framebuffer".

|Corresponding bits from each pixel in the framebuffer are grouped to-
|gether into a bitplane; each bitplane contains a single bit from each pixel.
|These bitplanes are grouped into several logical buffers. These are the color,
|depth, stencil, and accumulation buffers. The color buffer actually consists
|of a number of buffers: the front left buffer, the front right buffer, the back
|left buffer, the back right buffer, and some number of auxiliary buffers. Typ-
|ically the contents of the front buffers are displayed on a color monitor while
|the contents of the back buffers are invisible. (Monoscopic contexts display
|only the front left buffer; stereoscopic contexts display both the front left
|and the front right buffers.) The contents of the auxiliary buffers are never
|visible. All color buffers must have the same number of bitplanes, although
|an implementation or context may choose not to provide right buffers, back
|buffers, or auxiliary buffers at all. Further, an implementation or context
|may not provide depth, stencil, or accumulation buffers.

Mike Stroyan, [EMAIL PROTECTED]

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