That's not even how anaglyph images work. If you look at that through your colored glasses you won't see a depth effect. You need to render the scene twice, once with a camera moved a little to the left and rotated to the right, and once with one moved a little to the right and rotated to the left. The amount of rotation defines the focal point; the rotation is important and in your current shader it is not present. Then you combine the red-channel of the left with the blue and green channel of the right image to the final color.
On Tue, Nov 9, 2010 at 6:27 PM, Joel R. <joelru...@gmail.com> wrote: > You could go cheap and just add a frame around the edges to hide the ugly > parts. > > On Tue, Nov 9, 2010 at 11:17 AM, AndreaZzZ <andrea_s...@mail.ru> wrote: > >> Coding will solve this problem... >> >> 2010/11/9 Joel R. <joelru...@gmail.com> >> >> > If you go outside of the 0.0 -> 1.0 range it will be capped to 0.0 or >> 1.0. >> > I can't think of a way to fix that problem, since it would require >> > rendering >> > a bigger view than the users resolution. >> > >> > On Tue, Nov 9, 2010 at 10:21 AM, AndreaZzZ <andrea_s...@mail.ru> wrote: >> > >> > > Thanks, I did it. But there is a problem - >> > > http://img130.imageshack.us/img130/6206/testhardware0017.jpg (look at >> > the >> > > rocks) >> > > >> > > 2010/11/9 Joel R. <joelru...@gmail.com> >> > > >> > > > HALF2 has the .x and .y properties. So just do something like HALF2 >> > > > leftCoord = ZeroTexCoord; leftCoord.x += left_pos; Then sample the >> > color >> > > at >> > > > the new coordinate. However you should note, that the color you will >> > be >> > > > returning in that function will be for the original pixel location. >> > > > Shaders >> > > > go from Top left corner to Top Right Corner and repeats until it >> > reaches >> > > > the >> > > > bottom most row. >> > > > >> > > > This means you'll have to work in reverse by sampling left or right >> > > towards >> > > > the "original" pixel, instead of working from the original pixel >> > outward. >> > > > It >> > > > would also be best to use different shader passes for each blue and >> red >> > > of >> > > > the anaglyph. >> > > > >> > > > On Tue, Nov 9, 2010 at 8:34 AM, AndreaZzZ <andrea_s...@mail.ru> >> wrote: >> > > > >> > > > > I'm currently doing anaglyph. How to move left and right along the >> x >> > > > axis, >> > > > > my shader moves along the axes xy as correct? >> > > > > Code: >> > > > > >> > > > > sampler BaseTextureSampler : register( s0 ); >> > > > > >> > > > > HALF4 main( HALF2 ZeroTexCoord : TEXCOORD0 ) : COLOR >> > > > > { >> > > > > float left_pos = 0.008; >> > > > > float right_pos = -0.008; >> > > > > >> > > > > float4 left = tex2D(BaseTextureSampler, ZeroTexCoord + left_pos); >> > > > > float4 right = tex2D(BaseTextureSampler, ZeroTexCoord + right_pos); >> > > > > >> > > > > float r = 0.7*left.g + 0.3*left.b; >> > > > > float g = 1*right.g; >> > > > > float b = 1*right.b; >> > > > > >> > > > > return float4(r, g, b, 1); >> > > > > } >> > > > > >> > > > > >> > > > > Sorry for my English because English isn't my native language. >> > > > > _______________________________________________ >> > > > > To unsubscribe, edit your list preferences, or view the list >> > archives, >> > > > > please visit: >> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > > >> > > > > >> > > > _______________________________________________ >> > > > To unsubscribe, edit your list preferences, or view the list >> archives, >> > > > please visit: >> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > >> > > > >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > >> > > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders