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3d color theory(3d glasses)

Started by August 28, 2003 12:20 AM
4 comments, last by tylerbingham 21 years, 6 months ago
I understand how 3d color theory works as far as red/blue 3d glasses, but I was wondering if anyone knows how to implement it.
My guess is you''d just mask out all but the red component of the buffer and draw your geometry, then offset the viewport, mask all but the blue component, and draw it again.

In OpenGL, there is a glColorMask function which could do this. I don''t have a handy reference for DirectX but I''m sure that something analogous is possible.

Tom
"E-mail is for geeks and pedophiles." -Cruel Intentions
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Why offset the viewport ? Move the camera instead

If the blue image and the red image are taken from the same point of view, there will not be any 3d effect.
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
You''ll have to sit a certain distance from the monitor to make it work though.

You have to remember that you''re unique, just like everybody else.
If at first you don't succeed, redefine success.
or add the camera displacement adjuster with -/+ distance for camera 1 to camera2. I''ve done it loads of times. back on GeForce 256.
Game Core
why not buy cheap Elsa Revelator glasses which cost like 15 bucks and download Nvidia drivers which do all of that for you, and its no longer plain red/green it shutters the liquid crystal displays over your eyes which are syncronized with the screen, so that each eye sees a different picture.

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