Stereoscopy in TGE
by Nicholas Slowes · in Torque Game Engine · 03/28/2008 (11:36 am) · 1 replies
I am trying to set up TGE to render in stereoscopy with a stereo HMD I have. I don't know the correct term for the type of stereo the device uses (I think it is page-flipped), but essentially the device has two LCD displays and every frame it alternates between rendering to right eye or left eye.
I have a basic understanding of how to render stereo pairs using OpenGL using asymmetric frustums, but Torque's rendering process is complex and I am not sure where to start. Essentially I need to know where in the rendering process I can modify the viewing and projection matrices to produce the stereo image based on which eye is currently rendering. Any help or advice would be appreciated, and I'd be happy to make my final code available for anyone else wanting to render in stereo.
I should note that I am working with TGE 1.4.2
I have a basic understanding of how to render stereo pairs using OpenGL using asymmetric frustums, but Torque's rendering process is complex and I am not sure where to start. Essentially I need to know where in the rendering process I can modify the viewing and projection matrices to produce the stereo image based on which eye is currently rendering. Any help or advice would be appreciated, and I'd be happy to make my final code available for anyone else wanting to render in stereo.
I should note that I am working with TGE 1.4.2
About the author
Torque 3D Owner Pat Wilson
That is where the frustum/viewport gets queried, and fed into a SceneState structure which is used to render the scene. I think that should be what you are looking for.