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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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