[osg-users] Spatial View SVI autosteroscopic display

Chris Denham c.m.denham at gmail.com
Tue Sep 23 02:19:08 PDT 2008

Hi Steffen,
Thanks very much for the info. It did seem to me as though finding the right 
place to call the API from was the key issue, so your suggestion for using 
Postrender-CameraCallback is very useful. I was beginning to think along the 
lines of implementing a Drawable::drawImplementation() function, which is 
interesting because I notice the osgteapot example does that.
However, looking at osgteapot example from OSG2.6, it doesn't seem to do 
anything with camera callbacks, so I am a bit puzzled as to exactly what you 
mean here. I found a couple of other examples that use 
Camera::setPostDrawCallback, so I will have a look at them too.Which version 
of OSG did you use for this? Have names & examples changed since you did 
your integration?

> Date: Mon, 22 Sep 2008 22:01:20 +0200
> From: Steffen Kim <mailto.stk at web.de>
> Subject: Re: [osg-users] Spatial View SVI autosteroscopic display
> support.
> To: osg-users at lists.openscenegraph.org
> Message-ID: <145697053 at web.de>
> Content-Type: text/plain; charset=iso-8859-15
> Hi Chris.
> I spent quite some time on doing just what you are planning to do - 
> getting an OpenSceneGraph-application to work with a Spatial View display. 
> In the end I was successful.
> I don't know at the moment if I can provide you with any code but of 
> course I can tell you how I am doing it. I have no idea if this is the 
> best way but it works quite well.
> I use 5 RTT-cameras to save the five views in textures that later become 
> input for the interlacer. You can position these 5 cameras using the SVI 
> camera API or calculate the view and projection matrixes yourself. You 
> then let the SVI interlacer render the result from the 5 textures. 
> Everytime the master camera (the main osg camera) changes you also have to 
> recalculate the matrixes of your slave cameras. The important part is that 
> you take care on when you do call the API functions. You have to do this 
> in a part of your program where the OpenGL context was set accordingly by 
> OSG. You can use a PostRender-CameraCallback for this. See the 
> osgteapot-example for some code on how to do this.
> Good luck.
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