> Side-by-side is an entirely different kettle of fish which would be easy
to code up, it's just two cameras and
> two views so I haven't done anything with that. Quad buffer is an
inherrent requirement for shutter glasses however

set OSG_STEREO=ON
set OSG_STEREO_MODE=HORIZONTAL_SPLIT

and OSG renders side by side into your viewport. There's native support - I
just do not know how well this would extend
to multiple screens or a CAVE setup.

Christian

2014-11-20 14:31 GMT+01:00 Sean Mandrake <[email protected]>:

> I am using the quad-buffer support that OSG provides not replacing it,
> don't worry. However OSG doesn't provide easy arbitrary multi-monitor
> support for many differently positioned screens. In that regard I am only
> expanding upon it's support, not replacing it. This is something that
> VRjuggler / Equalizer etc do superbly and much more maturely than my code
> but it simply irritates me that I have to use a complicated external API /
> middleware for what should be an integrated task. Im my opinion. You may
> disagree of course, hence the initial post :)
>
> Side-by-side is an entirely different kettle of fish which would be easy
> to code up, it's just two cameras and two views so I haven't done anything
> with that. Quad buffer is an inherrent requirement for shutter glasses
> however so I am on about circumventing this need in software but it's
> merely an idea and a work in progress and may well fail. There are
> certainly many pitfalls here.
>
> I do have the head-tracking code largely complete albeit unoptimized and
> it works really nicely. That is something I will definitely make available.
> You simply input physical screen dimensions, track your head in some manner
> (there is a nice Wii option for this that gives fair tracking if you can't
> afford Vicon) and it generates the necessary data to pass to your camera(s).
>
> Best regards,
> Sean
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61738#61738
>
>
>
>
>
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>
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