I think it looks ugly as I currently use RGB values instead of 
luminance. Maybe a shader could calculate luminance value from RGB. Is 
there a way to apply a shader chunk to all rendered geometries without 
assigned to each Chunkmaterial?

Michael

Am 29.06.2010 17:19, schrieb Carsten Neumann:
>       Hello Michael,
>
> Michael Raab wrote:
>    
>> i'm doing some tests with OpenSG and passive (anaglyph) stereo in our 
>> virtual environment. For each side I'm using 2 ProjectionCameraDecorators (1 
>> left eye, 1 right eye) to decorate the camera for our virtual environment. 
>> Furthermore I'm using a ColorBufferViewport for each eye. The results don't 
>> look very encouraging.
>> Is there a better way? Has someone else done this before? Any suggestions?
>>      
> I've not done this before, but offhand I'd say it sounds reasonable. Can
> you post pictures or describe what you see vs. what you expect?
> Since you are effectively rendering grayscale images for each eye you
> may be better off rendering to and RGB FBO and then post process the
> image to store a luminance value in the red/green channel, that probably
> gives a better image than just retaining the red/green content and
> dropping everything else.
>
>       Cheers,
>               Carsten
>
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