Hi Dag Magne,
I'm not 100% sure, but I think the cause might be the way the the
stereo is currently implemented with the osgUtil::SceneView class, it
clones a RenderStage from the main RenderStage, one clone for the left
eye and one for the right, then it runs the cull and draw traversals
for each eye filling in the rendering back end into each eye's
RenderStage, then does the draw traversal on eye of these RenderStage
in turn - left eye then right eye. Within the RenderStage there is
code for calling the Camera initial/pre/post/final draw callbacks and
these will called for the main viewer Camera that is shared between
each of these left/right eye RenderStage so the callbacks look to me
like they'll be called twice.
Put some debugging info into RenderStage/SceneView to see what is happening.
If this is the case, then having the callback work out with eye it's
working on and only read for the current viewport it's rendering to
would be one way, then just stitch these two halves together.
Robert.
On 21 January 2013 08:20, Dag Magne Ulvang wrote:
> Hi,
>
> I'm capturing screenshots to disk using FinalDrawCallback in order to make
> videos.
>
> I am using the osgviewer in split horizontal stereo mode on a nvidia quadro
> graphics card (with support for quad buffer stereo, but I guess this s not
> needed in spit screen stereo) , but in the captured images the resulting left
> and right images are not in synch (in the attached image this is visible on
> the time in the upper right corner). Especially the right image is "jumping"
> while the left image is rendered as expected.
>
> Can anyone explain this behaviour, and maybe give a suggestion on how to
> force the images into synch?
>
> Thank you!
>
> Cheers,
> Dag Magne
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=52042#52042
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/2714_171.jpg
>
>
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