Hi,
I have the same problem, I rely heavily on the osg_ViewMatrixInverse in my 
shaders to calculate the Camera Position, but in Stereo Mode, all results are 
getting messed up.

also adding 
                        
this->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
                        
this->getCamera()->getGraphicsContext()->getState()->setUseVertexAttributeAliasing(true);

to the Views of the Windows does not change the behaviour in Stereo Mode.

Kind Regards,
Tobias


hybr wrote:
> Hi,
> Seems like built in osg glsl uniforms like osg_ViewMatrix, 
> osg_ViewMatrixInverse projection etc doesn't reflect changes to view and 
> projection matrices with split\interlaced stereo modes( where view shifted 
> and\or projection sheared depending on current eye ).
> Is there any convenient way to get correct view matrix (and inverted one) 
> directly in shader or during cull\draw traversal with stereo turned on?
> 
> Thank you!
> 
> Cheers,
> Sergey


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http://forum.openscenegraph.org/viewtopic.php?p=70879#70879





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