What I mean is that my Left & Right eyes are not a trivial camera offset.  I'm rendering different textures and geometry into the 2 eyes.  I did some research and _think_ I can do this using masks for CullLeft and CullRight.

Is it possible to have both stereo & non-stereo viewers? (eg, I'll have a primary non-stereo viewer, then secondary slave-cameras connected to stereo-viewers).

November 28, 2012 4:20 AM
Hi Randall,

the OSG already supports a couple of stereo modes. Maybe they can be of
any use? See osg::DisplaySettings::StereoMode

What do you mean by "completely unrelated"? If it means completely
unrelated then you can just create as many viewers/scenegraphs as you
like. But I'm guessing all your views are supposed to render different
views of the same content.

If thats the case and your viewers are separate processes (or even on
separate machines) you might want to take a look at the "osgcluster"
example. This example runs separate viewers synchronized through a network.
In case you are running linux and want to pipe one view to the special
hardware you can set up a separate X screen and configure one of your
viewers to utilise this screen. See osg::GraphicsContext for details.

Maybe you can give a bit more details on what you are trying to do.

Best regards
Mathias



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November 27, 2012 10:43 AM
I need to write an application to use Stereo support (120hz, quad
buffered 60hz) to render stuff out to a display, but it's not your
typical left-right stereo. In addition, I have a regular viewer showing
typical 3D stuff at 60hz (regular double-buffer). In fact, the two
views are completely unrelated as special hardware on the output will be
processing them. With OpenScenegraph, is there a way to construct a
view where i can directly access the Left & Right buffers like this?

--
Randall Hand
http://www.yeraze.com

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