Ioquake3 stereo view v2
Thilo Schulz
arny at ats.s.bawue.de
Sun Apr 20 17:16:32 EDT 2008
Hello,
as the last patch was an early version quickly hacked together, the
stereoscopic projection was not done correctly yet. The method first used to
do this inherently resulted in a negative parallax which means that all
rendered objects seemed to be in front of the screen plane, with points going
towards infinity reaching the screen plane.
However, over the weekend I did the maths and modified the GL projection
matrix such that objects can appear to be in front of the screen as well as
behind it.
You can see the results here (all new pictures as the old ones are obsolete):
http://thilo.tjps.eu/bilder/screenshots/quake3/
And here is the diff again to make it happen:
http://thilo.tjps.eu/download/patches/ioquake3-rev1323_anaglyph_v2.diff
Following values will now affect the stereoscopic effect:
r_anaglyphMode - set this to one to get anaglyph stereoscopic rendering
r_stereoEnabled - set this to one to get in theory stereoscopic rendering for
shutter glasses. However, I haven't tested this as I don't have the hardware.
There probably needs to be done some initialization stuff to tell OpenGL it's
rendered stereoscopically..
r_zProj - set the distance of the observing camera to the projection plane, in
quake3 standard units. Objects at the distance of the projection plane will
appear to be sitting directly "on" the screen as parallax is zero there.
r_stereoSeparation - set the separation of the eyes in units. Note, the nearer
the projection plane to the camera, the more this will result in shifted
picture, so if you change r_zProj value, you may need to change this one,
too.
Have fun!
--
Thilo Schulz
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