hi opengl users,
i am doing some tests with fullscene antialias
and active stereo.
Right now i am able to do quad buffer stereo and
full scene antialias (via the algo of the redbook),
but i am not able to do both at the same time.
The basic problem is that in the rendering loop i do something like:
for (i=0;i<8;i++) // antialias 8x
{
jitter the frustum
draw the scene
glAccum (GL_ACCUM, 1.0/8.0);
}
glDrawBuffer(GL_BACK);
glAccum (GL_RETURN, 1.0);
obviously the problem is that i am using the same accumulation buffer for both left and right eye,
i should be able to split the buffer input/output while rendering to keep the channels separated.
Does anyone has done something similar? Any hint?
Since i am using a 3rd part engine, i have not a big control about the rendering process itself…