[osg-users] How to get eye positions in passive stereo?
Robert Osfield
robert.osfield at gmail.com
Fri Nov 2 02:18:29 PDT 2007
Hi Jurgen,
At present SceneView does the stereo support, and computes the offset
view and projection matrices internally during the cull traversal, the
final accumulated modelview and projection matrices are bound directly
with the drawable leafs as parts of the rendering back end, the
topmost Camera's view and projection matrix are no longer relevant,
try to use the Camera attached to RenderStage will not help you.
You'll need to explain in a bit more details what you are trying to do
and for what purpose for anybody to be able to suggest a way of doing
it.
Robert.
On 11/1/07, Jurgen Schulze <jpschulze at gmail.com> wrote:
> Hi,
>
> We are trying to figure out at what positions the eyes are in stereo mode.
> The scene gets rendered correctly, but the following code returns the same
> exact positions for leftEye and rightEye:
>
> osg::Camera* camLeft = _renderStageLeft->getCamera();
> osg::Camera* camRight = _renderStageRight->getCamera();
> Vec3 leftEye, rightEye, center, up;
> camLeft->getViewMatrixAsLookAt(leftEye,
> center, up);
> camRight->getViewMatrixAsLookAt(rightEye,
> center, up);
>
> osg::notify(osg::DEBUG_INFO) << "Left eye: " << leftEye[0]
> << ", " << leftEye[1] << ", " << leftEye[2] << std::endl;
> osg::notify(osg::DEBUG_INFO) << "Right eye: " << rightEye[0]
> << ", " << rightEye[1] << ", " << rightEye[2] << std::endl;
>
>
> How can we get the correct positions, which should be 1 IOD apart from each
> other?
>
> Jurgen
>
>
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