"Interesting.. I saw this post of 6 months ago and its identical to the problem I'm having now."
Ultimately, I wound up creating a descendant of OsgUtil::SceneView::ComputeStereoMatricesCallback, and setting it with sceneView->setComputeStereoMatricesCallback( new MyStereoMatrixCallback ); The math is basically simple geometry. Essentially the angle the eye should be looking at can be calculated from the interocular distance and the convergence * (zFar-zNear). I just used that angle to make a rotation matrix and half the interocular distance to make a translation matrix, and applied those to the projection matrix. This gave me results much closer to what I was expecting. Especially in a head-mounted display. It's possible I was just making things hard for myself, but I just couldn't get OSG to give me reliable stereo matrixes once I started adjusting values like the interocular distance, or the convergence distance. -Andy _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
