View Full Version : opengl and stereo viewing
04-27-2002, 08:11 AM
Hello, I'm trying to make a small application. I'm willing to use polarized glasses to have a stereoscopic view.
Does anyone already tried and can help me?
04-27-2002, 09:13 AM
both GLUT and SDL give support to stereo viewing (giving the signal to your polarized glasses).
About the theory : try recreating the reality of stereo viewing by rendering the same scene from to 2 different points of view. --> two parallel (//) camera displaying the scene alternatively for right and left eye.
2 ways :
1- the two camera keep the same target. Here you must gives strong attention to the way you place the 2 targets. it's the way we (humans and most animals... http://www.opengl.org/discussion_boards/ubb/wink.gif) do two build the third dimension in our brain.
2- the two target are // . It allows much easier scene design.
my experience with it is that the second way works better (unless you're a Spielberg...). Indeed keeping the same target doesn't allow the spectator to look at the rest of the displayed image (but the center) with good stereo viewing.
04-28-2002, 02:03 AM
04-29-2002, 02:02 AM
Are you going to use still images or renderd ones?
04-30-2002, 07:20 AM
i'm using rendered images.
are there any differences on the methods to use?
05-01-2002, 07:33 AM
you can use ortho for stills, and you don;t need to worry about setting up your views for left/right.
Powered by vBulletin® Version 4.2.2 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.