Thank you so much, that worked!

best regards,
Jörn

Am 25.11.2014 um 18:44 schrieb Gerrit Voß:
> Hi,
>
> you have to replicate what you did for the camera decorators for the
> viewports as well. So you need StereoBufferViewports, one for the left
> eye with
>
>          svpleft->setLeftBuffer(true);
>          svpleft->setRightBuffer(false);
>          svpleft->setCamera(cameraDecoratorLeft);
>
> and one for the right eye, with
>
>          svpright->setLeftBuffer(false);
>          svpright->setRightBuffer(true);
>         svpleft->setCamera(cameraDecoratorRight);
>
> than add both viewports to the Window.
>
> Source/System/Window/testStereoDecor.cpp  has some examples for
> reference.
>
>
> kind regards
>    gerrit
>
>
> On Tue, 2014-11-25 at 15:48 +0100, Jörn Teuber wrote:
>> Hello everybody,
>>
>> I have a seemingly simple problem with OpenSG 1.8 (yes, I have to use
>> that version...) which I don't know how to solve:
>> I want to use a zSpace Monitor to render in 3D, so I need quad buffered
>> stereo. No problem I thought, just use the StereoBufferedViewport with a
>> Camera with two ShearedStereoCameraDecorator. But it does give me any
>> 3D. I still only get a 2D version of my scene even though the monitor is
>> clearly in 3D mode. I can even disable one of the buffers of the
>> Viewport to get a nice flickering window. What did I miss here?
>>
>> Now a snippet of the relevant code I use (the original got some calls to
>> the zSpace API, but I don't think they matter here):
>>
>> initialisation:
>> [...]
>>
>>       m_pCamera = osg::PerspectiveCamera::create();
>>       osg::beginEditCP(m_pCamera);
>>           m_pCamera->setBeacon(m_pCamBeacon);
>>           m_pCamera->setFov(osg::deg2rad(60));
>>           m_pCamera->setNear(0.1);
>>           m_pCamera->setFar(100);
>>       osg::endEditCP(m_pCamera);
>>
>>       osg::ShearedStereoCameraDecoratorPtr cameraDecoratorLeft,
>> cameraDecoratorRight;
>>
>>           cameraDecoratorLeft = osg::ShearedStereoCameraDecorator::create();
>>           osg::beginEditCP(cameraDecoratorLeft);
>>               cameraDecoratorLeft->setLeftEye(true);
>>               cameraDecoratorLeft->setEyeSeparation( fEyeSeperation );
>>               cameraDecoratorLeft->setDecoratee(m_pCamera);
>>               cameraDecoratorLeft->setZeroParallaxDistance(
>> fZeroParallaxDist );
>>           osg::endEditCP(cameraDecoratorLeft);
>>
>>           cameraDecoratorRight = osg::ShearedStereoCameraDecorator::create();
>>           osg::beginEditCP(cameraDecoratorRight);
>>               cameraDecoratorRight->setLeftEye(false);
>>               cameraDecoratorRight->setEyeSeparation( fEyeSeperation );
>>               cameraDecoratorRight->setDecoratee(m_pCamera);
>>               cameraDecoratorRight->setZeroParallaxDistance(
>> fZeroParallaxDist );
>>           osg::endEditCP(cameraDecoratorRight);
>>
>>           m_pViewport = osg::StereoBufferViewport::create();
>>
>>        osg::beginEditCP(m_pViewport);
>>           m_pViewportLeft->setCamera( m_pCamera );
>>           m_pViewportLeft->setBackground( background );
>>           m_pViewportLeft->setRoot(pRoot);
>>           m_pViewportLeft->setSize(0,0,1,1);
>>       osg::endEditCP(m_pViewport);
>>
>>       m_pWindow = osg::GLUTWindow::create();
>>       osg::beginEditCP(m_pWindow);
>>           m_pWindow->setId(winid);
>>           m_pWindow->addPort(m_pViewport);
>>           m_pWindow->setSize( m_iWindowWidth, m_iWindowHeight);
>>           m_pWindow->init();
>>       osg::endEditCP(m_pWindow);
>>
>>
>> rendering: a simple
>> void render( osg::RenderAction* pRenderAction )
>> {
>>       m_pWindow->render( pRenderAction );
>> }
>>
>> Thank you so much for any help with this!
>> Best regards
>> Jörn Teuber
>>
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