Viktor Pracht wrote:

> The actual math is easy, too:
> 
>   B = (L + R) / 2
>   P = (1 + L - R) / 2
> 
> where P = 0 means right-only and P = 1 means left-only. Any non-linear
> behaviour can be fixed either in the DAC of the monitor or in the Gamma
> correction LUT of the graphic card.

Oops, that "any" was too optimistic. The linearity correction in the DAC or 
Gamma LUT can work only if

  correction(P) + correction(1 - P) = 1.

Otherwise, the correction has to be applied to L and R individually before the 
transformation, and must therefore be performed by some other (texture?) lookup 
in the 3D pipeline.


- Viktor Pracht
-- 
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