Hi Sean,

The interlace/checkerboard stereo modes use the stencil buffer. Can you
verify that the application is allocating a stencil buffer when creating the
OpenGL context?

Cheers,
Farshid

On Wed, Jan 26, 2011 at 12:57 PM, Sean Kelly <[email protected]> wrote:

> Hi,
>
> I am in the not-necessarily-enviable position of needing to modify a large
> established engine built on OSG to do stereo output, without much help from
> the original authors.  Before breaking down and just hacking their camera
> wrapper up into 2 RTT slaves and a fullscreen quad with a custom 2-texture
> shader, I'm seeing how far I can get by just enabling some of the builtin
> stereo support in OSG.
> Tiled HORIZONTAL_SPLIT and VERTICAL_SPLIT seem to work, but e.g.
> HORIZONTAL_INTERLACE does not, and there's so much other output that I can't
> readily see whether the engine is reporting that those gl polygonStipple ops
> are/aren't supported.  Short of that, are there any features that the engine
> may be implementing, e.g. custom framebuffer shaders, which are known to
> stomp on certain stereo modes?  Are there operations other than direct
> mucking with the DisplaySettings that can cancel stereo until it is
> reinitialized?  Going over the whole game engine with a fine-toothed comb is
> a last-resort option, if it's even feasible at all, so knowing anything I
> could search for would be a big help.
>
> Thank you!
>
> Cheers,
> Sean
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=36004#36004
>
>
>
>
>
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