HI Andy, On 6/8/06, Andy Lundell <[EMAIL PROTECTED]> wrote:
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 sounds a bit odd, if any rotation is required it should be to account for any physical orientation of the display relative to mean of each of the displays orientation. Its not something that should change w.r.t the scene, its purely the physical calibration of the displays. The projection matrices should be indentical so won't need modification, so its just a matter of setting up the view matrices to account for the eye position and configuration of the displays. The scenes contribution to the view matrix offsets should just be a scale between how big the viewer is in the virtual world - a town walkthrough would be 1:1, while a molecular system would really scale down the offsets to fit the model.
This gave me results much closer to what I was expecting. Especially in a head-mounted display.
Can't help but feel its a fudge factor that a proper sterep setup.
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.
Unfortunately I don't have access a HMD to tune things against at my end. Robert. _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
