Hi All, I am currently working on moving stereo support from the low level SceneView class up into the osgViewer library, the initial step for this work has been to use the new osgkeystone example as the testbed for creating the required viewer slave Camera's and configuration them to handle the various types of stereo that the OSG supports via SceneView. I only have a pair of Anaglyphic classes here so can only directly test this option, so need members of the community with the available hardware to test the code I've written and report back success/failure/fixes.
To test you'll need the svn/trunk version of the OSG, if you need a dev release I can tag one today, just let me know. You'll need to compile the OSG with examples enabled as my testbed osgkeystone is amongst the examples. Once you have everything built you can test things out via one or more of the following: osgkeystone cow.osg --stereo ANAGLYPHIC osgkeystone cow.osg --stereo QUAD_BUFFER osgkeystone cow.osg --stereo HORIZONTAL_SPLIT osgkeystone cow.osg --stereo VERTICAL_SPLIT osgkeystone cow.osg --stereo HORIZONTAL_INTERLACE osgkeystone cow.osg --stereo VERTICAL_INTERLACE osgkeystone cow.osg --stereo CHECKERBOARD I have been able to run all of these options except the QUAD_BUFFER as my OpenGL driver doesn't support quad buffer stereo, but as I don't have the required hardware to test the options beyond ANAGLYPHIC I'm rather stuck in knowing whether they are working correctly - I can run the options and they run and behaves in a plausible way, but there is no way for me to know for certain that everything is working fine. I recall a long while back that the interlaced options were sensitive to the viewport/window being moved resulting in the eyes getting swapped. With the new code we should be able to add a small bit of code to automatically odd/even positioning of the corner of the window+viewport and they swap the eyes to avoid this glitch. Again I can guess what the code might be and write it but won't have any way of testing for it. The final bit of the jigsaw is that if you want perfect aspect ratios and fov set up the use the env vars OSG_SCREEN_HEIGHT, OSG_SCREEN_WIDTH and OSG_SCREEN_DISTANCE to configure the stereo camera setup to perfectly fit your display. If there are other stereo options that you'd like to add to the mix then have a look at the code in the osgkeystone.cpp and have a bash at adding it, or just chip into this thread about how we might go about adding support and getting it tested. Another thing that could be open for discussion is alternative code paths for OpenGL ES support - such as stencil buffer support or polygon stipple that is currently used for the interlaced stereo approaches. And... another area that we could look at is support for toggling on/off stereo support, some apps will require this, let us know your usage model so we can discuss how to best provide the ability. Thanks in advance for your help, Robert.
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