#1398 OpenGL Quad buffer (the 'good way')

Byatis
open
nobody
5
2013-02-12
2012-05-11
Nodrev
No

I say the 'good way' because it's only a modification of the OpenGL render system, nothing else (SceneManager and core classes stay untouched, as opposed to the other implementations I saw on the forum).
To activate Quad Buffer, you need a card that support it of course, and call "Camera::setFocaleLength" and "Camera::setFrustumOffset", the value in frustum offset being the offset for the right camera (computed as this: if my eye separation should be 1.0, then my right eye is at 0.5, and the frustum value should be Ogre::Vector2(-0.5, 0.0) ).
Works on windows only at this time (do not have a valid linux installation with a quadro card at this time), but i'm sure it's about 5 lines of code to activate it under this OS. The stuff that is knowed to make problems with quad buffer obviously make problems with Ogre too (shadow textures and compositors).

Discussion

  • Nodrev
    Nodrev
    2012-05-14

    New version that handles Texture shadows correctly. No more demos crashes (but some involving compositors still not renders as expected, it seems that a clear buffer left somewhere).
    You'll need patches '3525902' and '3526568' in order to apply this one.

     
  • Nodrev
    Nodrev
    2012-06-14

    New patch with RSC_QUAD_BUFFER capability

     
  • Nodrev
    Nodrev
    2012-06-14

    New version of the patch, code cleaned, and RSC_QUAD_BUFFER render system capability added.

     
  • Nodrev
    Nodrev
    2012-06-14

    • milestone: --> Byatis
     
  • Nodrev
    Nodrev
    2013-02-12

    New version, small correction for win32 quadbuffer detection, and LarrxX's GLX version for linux included (not tested by me).