[osg-users] osg_ViewMatrix, osg_ViewMatrixInverse etc. with stereo

Tobias Bellmann Tobias.Bellmann at dlr.de
Thu May 4 07:26:32 PDT 2017


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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