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A Second Life game stereoscopic patch - 3D Vision Blog - Forum



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 Post subject: A Second Life game stereoscopic patch
PostPosted: 09 May 2010, 09:40 

Joined:
03 May 2010, 16:37
Posts: 42
A patch from the 3D Lab at University of Michigan to allow for stereoscopic viewing in Second Life and submitted to Linden Lab by special arrangement is now available...

More information from Eric Maslowski at University of Michigan:
------
There are currently 3 variables that are needed for the system and are
located in "llwindowwin32" along with several get/set routines for accessing
these variables. Ideally, these variables could be altered through the
"advanced graphics" UI panel, but a simple config file or other element
would work as well. Currently, they are hardcoded to ideal values for the
eye separation and focal distance. The stereo mode will need some form of
configuration though.

Most changes occur in rendering the scene but shouldn't interfere with
anything Linden Lab is already doing. Basically, we just alter the camera
frustum slightly for the left/right eyes re-rendering as needed. For
Anaglyph mode (red/cyan) we needed to wrap all existing "glColorMask"
routines since we use this to draw the red/cyan channels/eyes. Outside of
this, no other portions of code have been altered.

Valid stereo modes for "mStereoMode":
STEREO_MODE_NONE,
STEREO_MODE_ANAGLYPH,
STEREO_MODE_ACTIVES



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