HI Christoph,

I would recommend setting the stereo yourself in osgViewer using two
slave Camera, each of which renders to a separate FBO based texture,
and then have a third slave Camera that rendered a screen aligned
geometry with the textures plus any shaders/state that you want.  The
osgdistorion example does this for a mono scene, but you should be
able to generalise this to more cameras.

A more extreme example of using multiple RTT slave camera can be found
in src/osgViewer/View.cpp which the
View::setUpViewFor3DSphericalDisplay(..) method sets up six slave
Camera for six sides of cube surrounded the eye point, and one slave
Camera that composes the result into a single distortion corrected
image that gets rendered onto a fish eye lens inside a spherical
display.

In you case you'll just need to set up the camera offsets for the
stereo yourself for each of the slave Camera and not use the OSG's
default stereo settings.

Robert.

On Mon, Sep 6, 2010 at 12:54 PM, Christoph Harms-Ensink
<[email protected]> wrote:
> Hey everybody!
>
> I'm trying to render my stereo (horiz. split) view into a texture, split that 
> texture so i have one texture for left and one for right view, then 
> manipulate those textures, put them back together into one texture and render 
> that texture to the screen. Could someone provide me with the basic steps for 
> this?
>
> I already have a camera rendering into a texture. And i reckon that I have to 
> use osg::Texture2D::copyTexSubImage2D to split it into 2 halfs, but I have my 
> problems with that. Also, I don't exactly know how to render the finished 
> Texture back onto the screen. Put it on a quad?
>
> ...
>
> Thanks in advance!
>
> Cheers,
> Christoph
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=31345#31345
>
>
>
>
>
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