Hi,

hmm strange it is in OpenSG/Source/System/Window/testStereoDecorator.cpp what version are you using perhaps it is only in the current cvs. I attached the example program.

Andreas

Hi


take a look at this
http://www.opensg.org/doc-1.6.0/classosg_1_1StereoCameraDecorator.html
and this
http://www.opensg.org/doc-1.6.0/Windows.html#TutorialWindowsCameras

...and the Source/System/Window/testStereoDecorator.cpp test program.


I thank you both. Dirk, can you say me more exactly, where I should search for testStereoDecorator.cpp? It is not in OpenSG directory and on my hard disk also not. The reading of Tutorials and Docs convinces me that OpenSG have necessary classes and Methods. :) But this helps me not to use these - an example would be really helpful. Thanks
Sergej


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#include <OSGGLUT.h>
#include <OSGConfig.h>
#include <OSGSimpleGeometry.h>
#include <OSGPassiveWindow.h>
#include <OSGSimpleSceneManager.h>

#include <OSGPerspectiveCamera.h>
#include <OSGStereoBufferViewport.h>
#include <OSGColorBufferViewport.h>
#include <OSGShearedStereoCameraDecorator.h>
#include <OSGSceneFileHandler.h>

OSG_USING_NAMESPACE

SimpleSceneManager *mgr;

ShearedStereoCameraDecoratorPtr decoleft, decoright;
Real32 zpp = 2, ed = 1;

// redraw the window
void display(void)
{   
    mgr->redraw();

    // all done, swap    
    glutSwapBuffers();
}

// react to size changes
void reshape(int w, int h)
{
    mgr->resize(w,h);
    glutPostRedisplay();
}

// react to mouse button presses
void mouse(int button, int state, int x, int y)
{
    if (state)
        mgr->mouseButtonRelease(button, x, y);
    else
        mgr->mouseButtonPress(button, x, y);
        
    glutPostRedisplay();
}

// react to mouse motions with pressed buttons
void motion(int x, int y)
{
    mgr->mouseMove(x, y);
    glutPostRedisplay();
}

// react to keys
void keyboard(unsigned char k, int, int)
{
    switch(k)
    {
    case 27:    exit(1);
    case 'a':   zpp /= 1.1;
                break;
    case 's':   zpp *= 1.1;
                break;
    case 'z':   ed /= 1.1;
                break;
    case 'x':   ed *= 1.1;
                break;         
    }
    
    std::cout << "ZPP:" << zpp << " ED:" << ed << std::endl;
    
    beginEditCP(decoleft);
    decoleft->setEyeSeparation(ed);
    decoleft->setZeroParallaxDistance(zpp);
    endEditCP  (decoleft);
    
    beginEditCP(decoright);
    decoright->setEyeSeparation(ed);
    decoright->setZeroParallaxDistance(zpp);
    endEditCP  (decoright);
}


int main(int argc, char **argv)
{
    osgInit(argc,argv);

    // GLUT init
    glutInit(&argc, argv);
    
    bool stereobuffer = false;
    bool amberblue = false;
    if(argc >= 2 && !strcmp(argv[1],"-s"))
    {
        stereobuffer = true;
        --argc, ++argv;
    }
    if(argc >= 2 && !strcmp(argv[1],"-a"))
    {
        amberblue = true;
        --argc, ++argv;
    }
    
    
    glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE |
                        (stereobuffer?GLUT_STEREO:0) );
    
    glutCreateWindow("OpenSG");
    
    glutReshapeFunc(reshape);
    glutDisplayFunc(display);
    glutIdleFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutKeyboardFunc(keyboard);

    PassiveWindowPtr pwin=PassiveWindow::create();
    pwin->init();

    // create the scene
    NodePtr scene;
    
    if(argc > 1)
    {
        scene = SceneFileHandler::the().read(argv[1]);
    }
    else
    {
        scene = makeBox(2,2,2, 1,1,1);
    }

    // create the SimpleSceneManager helper
    mgr = new SimpleSceneManager;

    // create the window and initial camera/viewport
    mgr->setWindow(pwin );
    // tell the manager what to manage
    mgr->setRoot  (scene);
    
    // now create the second vp for stereo
    ViewportPtr vp = pwin->getPort(0);
    
    PerspectiveCameraPtr cam = PerspectiveCameraPtr::dcast(vp->getCamera());
    beginEditCP(cam);
    cam->setFov(deg2rad(90));
    cam->setAspect(1);
    endEditCP  (cam);

    Navigator *nav = mgr->getNavigator();
    nav->setAt(Pnt3f(0,0,0));
    nav->setDistance(1.5);
    
    mgr->showAll();
    
    // create the decorators and the second viewport
    ViewportPtr vpleft,vpright;
       
    decoleft = ShearedStereoCameraDecorator::create();
    decoright = ShearedStereoCameraDecorator::create();
    
    beginEditCP(decoleft);
    decoleft->setEyeSeparation(ed);
    decoleft->setZeroParallaxDistance(zpp);
    decoleft->setLeftEye(true);  
    decoleft->setDecoratee(cam);  
    endEditCP  (decoleft);
    
    beginEditCP(decoright);
    decoright->setEyeSeparation(ed);
    decoright->setZeroParallaxDistance(zpp);
    decoright->setLeftEye(false);  
    decoright->setDecoratee(cam);  
    endEditCP  (decoright);

    if(amberblue)
    {
        ColorBufferViewportPtr svpleft = ColorBufferViewport::create();
        ColorBufferViewportPtr svpright = ColorBufferViewport::create();
 
        beginEditCP(svpleft);
        svpleft->setLeft(0);
        svpleft->setRight(1);
        svpleft->setBottom(0);
        svpleft->setTop(1);
        svpleft->setCamera(decoleft);
        svpleft->setBackground(vp->getBackground());
        svpleft->setRoot(vp->getRoot());
        svpleft->setRed(GL_TRUE);
        svpleft->setGreen(GL_TRUE);
        svpleft->setBlue(GL_FALSE);
        svpleft->setAlpha(GL_TRUE);
        endEditCP  (svpleft);
 
        beginEditCP(svpright);
        svpright->setLeft(0);
        svpright->setRight(1);
        svpright->setBottom(0);
        svpright->setTop(1);
        svpright->setCamera(decoright);
        svpright->setBackground(vp->getBackground());
        svpright->setRoot(vp->getRoot());
        svpright->setRed(GL_FALSE);
        svpright->setGreen(GL_FALSE);
        svpright->setBlue(GL_TRUE);
        svpright->setAlpha(GL_FALSE);
        endEditCP  (svpright);
        
        vpleft = svpleft;
        vpright = svpright;
    }
    else if(stereobuffer)
    {
        StereoBufferViewportPtr svpleft = StereoBufferViewport::create();
        StereoBufferViewportPtr svpright = StereoBufferViewport::create();
 
        beginEditCP(svpleft);
        svpleft->setLeft(0);
        svpleft->setRight(1);
        svpleft->setBottom(0);
        svpleft->setTop(1);
        svpleft->setCamera(decoleft);
        svpleft->setBackground(vp->getBackground());
        svpleft->setRoot(vp->getRoot());
        svpleft->setLeftBuffer(true);
        svpleft->setRightBuffer(false);
        endEditCP  (svpleft);
 
        beginEditCP(svpright);
        svpright->setLeft(0);
        svpright->setRight(1);
        svpright->setBottom(0);
        svpright->setTop(1);
        svpright->setCamera(decoright);
        svpright->setBackground(vp->getBackground());
        svpright->setRoot(vp->getRoot());
        svpright->setLeftBuffer(false);
        svpright->setRightBuffer(true);
        endEditCP  (svpright);
        
        vpleft = svpleft;
        vpright = svpright;
    }
    else
    {
        vpleft = vp;
        vpright = Viewport::create();

        beginEditCP(vpleft);
        vpleft->setLeft(0);
        vpleft->setRight(1);
        vpleft->setBottom(0);
        vpleft->setTop(0.5);
        endEditCP  (vpleft);

        beginEditCP(vpright);
        vpright->setLeft(0);
        vpright->setRight(1);
        vpright->setBottom(0.5);
        vpright->setTop(1);
        vpright->setBackground(vp->getBackground());
        vpright->setRoot(vp->getRoot());
        endEditCP  (vpright);
    }
    
    beginEditCP(vpleft);
    vpleft->setCamera(decoleft);
    endEditCP  (vpleft);
    
    beginEditCP(vpright);
    vpright->setCamera(decoright);
    endEditCP  (vpright);
 
    beginEditCP(pwin); 
    pwin->subPort(vp);  
    pwin->addPort(vpleft);  
    pwin->addPort(vpright);  
    endEditCP  (pwin); 

    // make it notice the changes
    mgr->setWindow(pwin );
    
    // show the whole scene
    mgr->showAll();
    
    // OpenGL info
    GLint val;
    
#define cv(v)\
    glGetIntegerv((v),&val);\
    printf("%s: %d\n", #v, val)
    
    cv(GL_RED_BITS);
    cv(GL_GREEN_BITS);
    cv(GL_BLUE_BITS);
    cv(GL_DEPTH_BITS);
    
    glEnable(GL_DEPTH_TEST);
    
    // GLUT main loop
    glutMainLoop();

    return 0;
}
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