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IMHO the best solution is to let the graphics driver handle it.
There are those that intercept OpenGL and/or DirectX and generate
viewpoint(s) as needed and do whatever it takes to apply it to the
display, whether that's anaglyphic, side-by-side, interlace,
headgear, or multi-view-autostereo. Unfortunately good support for
such things is fleeting. A company called More had a nice one, but I
think they're extinct. I do wish that hardware makers would publish
good specs/code/docs/examples to all open-sourcers to do their
magic. That said, it should be possible to make a stereo shader,
right?<br>
<br>
Dave A.<br>
<br>
On 9/13/2011 8:17 PM, Charles P. Lamb wrote:
<blockquote
cite="mid:6DDF065A34344E22846CA9608D83D1AD@charlesktvli72"
type="cite">
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<div><font face="Arial" size="2">Lately, I've been thinking
about how to best produce stereo imagery using X3D. I've
noticed that FreeWRL does it all in the browser. I'm
wondering if a better approach is to have two active viewpoint
nodes--one mapped to the browser left image display and one to
the browser right image display. This will allow for more
flexibility.</font></div>
<div> </div>
<div><font face="Arial" size="2">The problem is that at least
one of the parameters belongs in both the browser side and in
the scene side. Although the lines of sight are almost always
set as parallel I can imagine a user wanting to experiment
with non-parallel lines of sight. I can see the
inter-aperture distance changed within the scene as a creative
decision. However, the intra-aperture distance will also need
to be changed based on the size of the display and the
distance to the viewer.</font></div>
<div> </div>
<div><font face="Arial" size="2">Anyone have any other thoughts?</font></div>
<div> </div>
<div><font face="Arial" size="2">Charles P. Lamb</font></div>
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