Hi Farshid,
I just did a quick test and you appear to be right.
SceneView.cpp ~line 1099
Changing the following:
_renderStageLeft-drawPreRenderStages(_renderInfo,previous);
_renderStageRight-drawPreRenderStages(_renderInfo,previous);
_renderStageLeft-draw(_renderInfo,previous);
Hi Kim,
The only problem I would see with this re-ordering is that if users
are relying upon stereo and frame buffer based render to texture then
their second render to texture pass would render over the top of the
left image.
Given this one would certainly have to make your suggested
Dear all,
A while back I had to write a dual depth peeling routine to deal with some
particularly troublesome transparency issues.
The effect worked well. However, in order to render this in stereo I had to
create separate frame buffer objects for each eye and then use node masks
control which
Hi Kim,
On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote:
Is there a way of reusing the FBOs so that I don't need to duplicate them
all for each eye?
I couldn't seem to find a way of doing that without the previous data
being overwritten.
Which stereo mode are you
Hi Farshid,
Thanks for your reply. Fortunately I'm working with quad buffered stereo so
I'll have a dig around in the SceneView code and see if your idea works.
Cheers,
K.
On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote:
Hi Kim,
On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale
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