Stereo Camera

Post those lines of code you feel like sharing or find what you require for your project here; or simply use them as tutorials.
Ulf
Posts: 281
Joined: Mon Jun 15, 2009 8:53 am
Location: Australia

Post by Ulf »

I don't get the benefit of doing this! Want to go cross-eyed?
It is fun though when you are insane! :shock:
If you want to go cross eyed just start day dreaming, it usually works for me.

If you had goggles that directed the focus of each eye, then it probably could be done without the strain. There is a small angle within which the 2 images merge and diverge. It is difficult enough just to keep your eyes crossed, and you also need to have them crossed slightly but not too much.
I can hear birds chirping
:twisted:

I live in the Eye of Insanity.
seongnam
Posts: 28
Joined: Mon Feb 23, 2009 5:53 am

Post by seongnam »

Tere is some artifacts such as studding, wrong angle control, wrong movement steps... and so on...
is there any calling sequence ? or is that a bug ?
________
Honda Passport history
Last edited by seongnam on Fri Mar 18, 2011 10:31 pm, edited 3 times in total.
seongnam
Posts: 28
Joined: Mon Feb 23, 2009 5:53 am

Post by seongnam »

Code: Select all

  ICameraSceneNode* camLeft = smgr->addCameraSceneNodeFPS();
  ICameraSceneNode* camRight = smgr->addCameraSceneNode(camLeft);
seems like the camera node setting and the relationship is not working properly... try zoom in to go out the map... the second camera view angle is totally flip... and in the middle of zooming ... some distortion of angle happens... for the right camera...
________
Avandia recall
Last edited by seongnam on Fri Mar 18, 2011 10:31 pm, edited 1 time in total.
seongnam
Posts: 28
Joined: Mon Feb 23, 2009 5:53 am

Post by seongnam »

I solved the problem;
1. it was my mistake because I called both camera callback for events...
it requires only left one.
2. the look-at position is working for only inside the map.

Code: Select all

#if 0
		// get the focus point
		// this function call is not working if the FPS object is out of map boundary becasue there is no more collision.
		line.start = camLeft->getPosition();
		line.end = line.start + (camLeft->getTarget() - line.start).normalize() * 1000.0f;
		if(smgr->getSceneCollisionManager()->getCollisionPoint(line, selector, intersection, tri, hitNode)){
			camRight->setTarget(intersection);
		}
#else
		camRight->setTarget(camLeft->getTarget());
#endif
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Coach purses
Last edited by seongnam on Fri Mar 18, 2011 10:31 pm, edited 1 time in total.
devsh
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Post by devsh »

overall, not a good idea... you have to render the scene twice, try to use Parallax mapping with the depth image of your scene to get the second perspective, then you get mindblowing 3d!
Lonesome Ducky
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Post by Lonesome Ducky »

To achieve this actual 3d effect, you have to render twice. And I'm not sure how what you're saying would work, or if it even would.
devsh
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Post by devsh »

treat the scene as a color map and a depth map, put this in a PROPER (raytracing) parallax mapping shader :)
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