MLM Veraart (Veraart++at++fel.tno.nl)
Mon, 05 Jul 1999 17:31:33 +0200
You can use two channels that are overlapped at the same location on the
screen/window.
They have separate drawcallback functions. You can use the accumulation
buffer of the visual to combine the images for the two eyes. The scene
should be made up of lighted geometry with white surface color and grey
textures. You can then use two lightsources, one for each eye, that have
the same position and orientation but have different colours. You select
the required light by means of traversal masks. Instead of the two
lights you can use the color table extensions to OpenGL. These
colortable usages can take some time because you have to do glDrawPixels
or glCopyPixels and they are time comsuming.
Mario
This archive was generated by hypermail 2.0b2 on Mon Jul 05 1999 - 08:33:20 PDT