Hi Dave,

You might be a newbie but your diving into stereo and multi-window
work which is far more advanced than most experienced hacks will be
using ;-)

The solution you are looking for is to using CompositeViewer and a
view for each window and create a separate DisplaySettings object for
each view, and use the individual DisplaySetting's objects to
differentiate the stereo settings for each view.  I don't think there
is an example that does exactly this, but this is who I designed the
osgViewer library to work.  I believe others have successful got this
to work, but can't recall the osg-users thread that it will have been
discussed.

Have a look at the osgcompositeviewer and osgcamera examples for
example of setting up multiple views.

Robert.

On Thu, Oct 22, 2009 at 9:28 PM, Dave Modl <[email protected]> wrote:
> [Newbie warning.]
>
> I searched the knowledge base and the list archives and the examples and
> cannot find a way to create one viewport in stereo and another in 2D (with
> the same data). I'm probably going about this in the wrong way.
>
> I copied and modified osgviewer.cpp and added code from osgcamera.cpp to
> create the two viewports and then tried to change one of the viewports into
> HORIZONTAL_SPLIT mode. I get an exception at the point where I am trying to
> change the DisplaySettings (at the bottom of the routine included here):
>
> void singleWindowMultipleCameras(osgViewer::Viewer& viewer)
> {
>     osg::GraphicsContext::WindowingSystemInterface* wsi =
> osg::GraphicsContext::getWindowingSystemInterface();
>     if (!wsi)
>     {
>         osg::notify(osg::NOTICE)<<"Error, no WindowSystemInterface
> available, cannot create windows."<<std::endl;
>         return;
>     }
>
>     unsigned int width, height;
>     wsi->getScreenResolution(osg::GraphicsContext::ScreenIdentifier(0),
> width, height);
>
>     osg::ref_ptr<osg::GraphicsContext::Traits> traits = new
> osg::GraphicsContext::Traits;
>     traits->x = 0;
>     traits->y = 0;
>     traits->width = width;
>     traits->height = height;
>     //traits->windowDecoration = true;
>     traits->windowDecoration = false;
>     traits->doubleBuffer = true;
>     traits->sharedContext = 0;
>
>     osg::ref_ptr<osg::GraphicsContext> gc =
> osg::GraphicsContext::createGraphicsContext(traits.get());
>     if (gc.valid())
>     {
>         osg::notify(osg::INFO)<<"  GraphicsWindow has been created
> successfully."<<std::endl;
>
>         // need to ensure that the window is cleared make sure that the
> complete window is set the correct colour
>         // rather than just the parts of the window that are under the
> camera's viewports
>         gc->setClearColor(osg::Vec4f(0.2f,0.2f,0.6f,1.0f));
>         gc->setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
>     }
>     else
>     {
>         osg::notify(osg::NOTICE)<<"  GraphicsWindow has not been created
> successfully."<<std::endl;
>     }
>
>     //
>     //  We want one camera viewport set at the bottom  portion of the
> screen.
>     //  we want the second camera to fill the upper part of the screen.
>     //
>     unsigned int numCameras = 2;
>     double aspectRatioScale = 1.0;///(double)numCameras;
>
>       //
>       //  First camera viewport ... the whole screen.
>       //
>     {
>       osg::ref_ptr<osg::Camera> camera = new osg::Camera;
>         camera->setGraphicsContext(gc.get());
>         camera->setViewport(new osg::Viewport(0, 0, width, height));
>         GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
>         camera->setDrawBuffer(buffer);
>         camera->setReadBuffer(buffer);
>         //aspectRatioScale = (double)width/480.0;
>       viewer.addSlave(camera.get(), osg::Matrixd(),
> osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
>     }
>
>       //
>       //  Second camera viewport ... stereo l/r placed at the bottom of the
> screen.
>       //
>     {
>       osg::ref_ptr<osg::Camera> camera = new osg::Camera;
>         camera->setGraphicsContext(gc.get());
>         unsigned int x, w, y, h;
>         unsigned int basicWidth = 480;
>         if(basicWidth > width/2)
>         {
>             x = 0;
>             y = 0;
>             w = width;
>             h = width/2;
>         }
>         else
>         {
>             x = width/2 - basicWidth;
>             y = 0;
>             w = 2*basicWidth;
>             h = basicWidth;
>         }
>         osg::notify(osg::NOTICE)<<"  stereo viewport (x, y, w, h)  " <<
>             x << ", " <<
>             y << ", " <<
>             w << ", " <<
>             h <<
>             std::endl;
>         camera->setViewport(new osg::Viewport(x, y, w, h));
>         GLenum buffer = traits->doubleBuffer ? GL_BACK : GL_FRONT;
>         camera->setDrawBuffer(buffer);
>         camera->setReadBuffer(buffer);
>         //aspectRatioScale = (double)width/((double)height - 480.0);
>       viewer.addSlave(camera.get(), osg::Matrixd(),
> osg::Matrixd::scale(aspectRatioScale,1.0,1.0));
>
> viewer.getDisplaySettings()->setStereoMode(osg::DisplaySettings::HORIZONTAL_SPLIT);
>     }
> }
>
> Thanks for any help you can offer.
>
> Regards,
> Dave Modl
> [email protected]
>
> _______________________________________________
> osg-users mailing list
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>
>
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