Hello everybody,

I'm working on my own plateform and I must perform stereo (without 
head-tracking for the moment...)
The problem is with my setup i'm not in front of my screen, so i need 
simulate head-tracking !
Naively, i set my camera at one position and one orientation (looking at 
the center of my screen) and i consider the user doesn't move the head 
during the application, but it doesn't work correctly. The scene is not 
mapped correctly.

So, I saw the openSG code, particularly into 
ProjectionCameraDecorator.cpp where stereo and head-tracking were 
integrated. I saw that OpenSG edits the projection surface and uses it 
to construct the frustum.
So, in my application i defined my screen into world coordinate (with an 
own world center), then i set my camera with my head position relative 
to this world center and i set my 3D object on the world center. And 
then i compute my frustum as ProjectionCameraDecorator::getProjection() 
method. But the result is not good because i'm not seeing my scene !! If 
i move my camera manually, the camera seems seeing above the scene...

But when i read the code, the frustum plane is constructed with camera 
position and not orientation. How it is possible to compute frustum 
without camera orientation? I suppose i'm wrong in this part but i don't 
understand how it's work into openSG...

For me, in stereo we have two parameters, eye separation and focal 
length..the focal length it's the distance between camera position and 
the crossing point of the 2 eyes (determined by the orientation of camera).
If we don't consider the orientation to compute the frustum, we are not 
considering the focal length parameter, isn't it? and the only way to 
play with stereo is the eye separation parameters, i'm wrong?

If somebody can explain me how this calcul works, and how can i set my 
stereo cameras correctly?
Thank you very much in advance.

Best regards.

Benoît Bossavit.

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