From: John Stewart <alex.stewart@cr...> - 2012-10-10 14:49:38
So, sitting on a porch in Ogunquit, Maine, I got Anaglyph rendering working on Android.
I did have a bit of an issue, though, that took days of part-time peeking to find - when it was rainy/misty, I did my debugging. Other than that, it was "walk, walk, walk!" along beaches and shore paths. I think my wife and I needed time away, so we dropped everything, lent our house to a colleague, her husband, and their dog (they are on their way to Trento, Italy, but Visas took longer than expected, and thus were house-less for a week or two) and so we just went away for a bit.
Anyway, Anaglyph rendering on OpenGL-ES is a bit iffy. The code, as written, had an interesting bug; z-depth was not calculated correctly when Anaglyph rendering was set. Commenting out the CursorDraw.c code (there is a return statement there) cures the z-depth calculation issue, but does not solve the problem.
There's also an issue of SLERPing not working when Anaglyph rendering is turned on, and sometimes, left/right is reversed.
I think I have some outstanding issues with Dave Joubert to also work on; I have to go through my email and check there.
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