Nice.....   thank you.

That was EXACTLY it.    Setting the camera's to have colormasks
  all "true"  did the trick.

I would never have found it...

ml


On Oct 17, 2007, at 1:21 AM, Robert Osfield wrote:

Hi Mike,

With 2.x could you try:

  osgprerender cow.osg --stereo HORZONTAL_SPLIT

And then:

  osgprerender cow.osg --window --stereo


The two tests suggest to me that the basic mechanics are working in
2.x just fine, but the anaglyphic stereo set up is being affected by
the ColorMask state being inherited down to the RTT camera.  Setting a
local ColorMask to enable all colours on the RTT Camera might be a be
way of protecting it from being affected by the inherited ColorMask
settings used to the do the anaglyphic stereo.

Robert.

On 10/16/07, Mike Logan <[EMAIL PROTECTED]> wrote:


I don't disagree with any of that, but I don't think it fixes
 anything I want to do (besides I did all that already).

Maybe its constructive to ask the simple question:

Why  doesn't   the following command work?
      osgprerender --stereo cessna.osg

In 1.2,  the left  eye (red cessna) is stuck and doesn't
 update, the right eye(blue) spins around.

In 2.x, the left eye (red cessna) doesn't even show up.

The waving flag is certainly in stereo and working fine.
 But the cessna  isn't stereo-ized in either version.

And my claim is that adding a second CameraNode(1.2)
 or Camera(2.x)  with masking, or whatever, won't help.

I won't harass you anymore since I'm not a "paying"
 customer  8-)       Just wanted to explain my thinking.

ml

On Oct 16, 2007, at 11:21 AM, Robert Osfield wrote:

Hi Mike,

I haven't followed this thread closely, so not clear on what the exact problem is, what you've tried and where you are at. Will provide some
general comments to see if they help clarify things on how the OSG
does things.

If you are doing stereo you may or may not one RTT camera and
associated texture for each eye. If you wish to have two textures one for each eye then you'll need to have two osg::Camera one for each eye
and use the NodeMask on each of these cameras to select which camera
you want to use for each eye.

Robert.

On 10/16/07, Mike Logan <[EMAIL PROTECTED]> wrote:



If anyone cares,

I had to drop back to OSG1.2 to make some progress.

I now have 2 CameraNodes, 2 textures, 2 polys being
textured and everything works on the first frame only.
Nice stereo picture on a stereo canvas..   instead
 of a flat picture on a stereo canvas..

But I can only get ONE of the cameranodes to update its
 texture after the first frame.

The matrix of the both cameranodes is definitely changing.
But only one texture in the final display updates (right eye).

When someone, generally, has >1 RTT cameranodes rendering
for one window, is there something special that needs to
 be done?

thanks for reading,

ml



On Oct 11, 2007, at 9:58 AM, Mike Logan wrote:


Thanks for the suggestion Farshid,

But I don't know how to get the SceneView.

Isn't the SceneView now hidden in SVN?   as part
 of the camera's renderer?

I'm already setting

 camera->setCullMaskLeft( 0x1 );
 camera->setCullMaskRight( 0x2 );

for each of the 2 prerender cameras.
  Shouldn't that be sufficient?

The main camera is already stereo from what I can tell.
Its the final "texture" that isn't stereo.

To be sure, I got the main camera from the viewer and
 set it's  left/right cull masks..  I'm still not seeing
 two cessnas.

ml




On Oct 10, 2007, at 3:54 PM, Farshid Lashkari wrote:

Hi Mike

You need to set the left/right cull masks on the SceneView. Then set
the node masks for each camera to the appropriate cull mask. I've
successfully used this technique to render camera nodes in stereo.

-Farshid

On 10/10/07, Mike Logan <[EMAIL PROTECTED]> wrote:


ahem..  Looking for some free debugging.. 8)

I've included a very slimmed down & modified osgprerender.cpp
 example with a second camera added in an attempt to
get stereo-rtt working..

I've discovered that the
 RenderImplementation = osg::Camera::SEPERATE_WINDOW
is a very useful tool (run with the --window option).

It seems to show that the program is basically working
 in stereo but the final main window only shows the "right" eye.

I've tried this on OSX (anaglyph) and Linux (quad-buffer) and
 they perform roughtly the same.   (OSG-SVN 2.2.10+  or so)

Anyone done this already with the SVN version?
See anything obvious?

ml


<ugly code removed>





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Michael Logan
Perot Systems Govt. Services / NASA Ames Res. Ctr.
MS 269-1, Moffett Field, CA, 94035  (650)-604-4494
Task Lead                       - Visual Cueing & Simulation
Task Lead - Human Manual & Operational Control Performance
Visualization Engineer - Adaptive Control Technologies

"If you want to start a revolution, don't pick up a gun.
 Do it with science and technology."  - Stanford R. Ovshinsky


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