I'm currently doing anaglyph. How to move left and right along the x axis,
my shader moves along the axes xy as correct?
Code:
sampler BaseTextureSampler : register( s0 );
HALF4 main( HALF2 ZeroTexCoord : TEXCOORD0 ) : COLOR
{
float left_pos = 0.008;
float right_pos = -0.008;
float4 left =
HALF2 has the .x and .y properties. So just do something like HALF2
leftCoord = ZeroTexCoord; leftCoord.x += left_pos; Then sample the color at
the new coordinate. However you should note, that the color you will be
returning in that function will be for the original pixel location. Shaders
go
If you go outside of the 0.0 - 1.0 range it will be capped to 0.0 or 1.0.
I can't think of a way to fix that problem, since it would require rendering
a bigger view than the users resolution.
On Tue, Nov 9, 2010 at 10:21 AM, AndreaZzZ andrea_s...@mail.ru wrote:
Thanks, I did it. But there is a
Coding will solve this problem...
2010/11/9 Joel R. joelru...@gmail.com
If you go outside of the 0.0 - 1.0 range it will be capped to 0.0 or 1.0.
I can't think of a way to fix that problem, since it would require
rendering
a bigger view than the users resolution.
On Tue, Nov 9, 2010 at
You could go cheap and just add a frame around the edges to hide the ugly
parts.
On Tue, Nov 9, 2010 at 11:17 AM, AndreaZzZ andrea_s...@mail.ru wrote:
Coding will solve this problem...
2010/11/9 Joel R. joelru...@gmail.com
If you go outside of the 0.0 - 1.0 range it will be capped to 0.0
Thanks, I did it. But there is a problem -
http://img130.imageshack.us/img130/6206/testhardware0017.jpg (look at the
rocks)
2010/11/9 Joel R. joelru...@gmail.com
HALF2 has the .x and .y properties. So just do something like HALF2
leftCoord = ZeroTexCoord; leftCoord.x += left_pos; Then sample
That's not even how anaglyph images work. If you look at that through
your colored glasses you won't see a depth effect.
You need to render the scene twice, once with a camera moved a little
to the left and rotated to the right, and once with one moved a little
to the right and rotated to the
DBViewer users say it works (
http://www.dvbviewer.tv/forum/topic/40858-3d-anaglyph-shader/)
2010/11/9 Alexander Hirsch 1ze...@googlemail.com
That's not even how anaglyph images work. If you look at that through
your colored glasses you won't see a depth effect.
You need to render the scene
They are using a 3d source in the example of your link. It looks like a side by
side texture containing the left and right eye images.
The line
tex.x = tex.x +0.5
after the first sample is taken switches to the second image on the same
texture to take the right eye's sample.
As Alexander said
As you can see in the following image, they're using two images:
http://www.dvbviewer.tv/forum/topic/40858-3d-anaglyph-shader/page__view__findpost__p__301613
While you are only using one. They combine the left with the right
picture (hence the + 0.5).
Let's talk about how anaglyph images make it
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