diff --git a/doc/stereo.html b/doc/stereo.html
index ca16a4ebc..9813b1555 100644
--- a/doc/stereo.html
+++ b/doc/stereo.html
@@ -11,11 +11,11 @@
Stereo
The OSG has support for stereo out of the box. Currently both anaglyphic
stereo (i.e. red/green or red/cyan glasses) and quad buffered stereo (i.e.
-active stereo using shutter glasses, or passive stereo using polarised
+active stereo using shutter glasses, or passive stereo using polarized
projectors & glasses). It is planned to extend this support horizontal
-and virtical split window stereo implementations.
+and vertical split window stereo implementations.
Almost all OSG applications have the potential for stereo support simply
-by setting the relevent environmental variables, or via command line arguments.
+by setting the relevant environmental variables, or via command line arguments.
Little or no code changes will be required, the support is handled transparently
inside osgUtil::SceneView's handling of rendering.
If the user is planning to use head tracked stereo, or a cave then it
@@ -149,18 +149,45 @@ to switch stereo on:
Size matters:
-For appropriate depth perception the stereo code creates seperate left
+For appropriate depth perception the stereo code creates separate left
and eye views, both the frustum and modelview are shifted to account for
-the seperate eye views. To achieve the right amount of adjustment
-the OSG requires the users eye seperation, the distance from the eyes to
+the separate eye views. To achieve the right amount of adjustment
+the OSG requires the users eye separation, the distance from the eyes to
the screen and the height of the screen. The OSG will use the defaults
of 0.05m,0.5m and 0.26m respectively which are assumed to be reasonable
defaults for most users workstation configurations, note the OSG_SCREEN_HEIGHT
is the image height rather than total size of your monitor/display surface.
For the best stereo effects please measure these values and set them up
via the environmental variables. Once set the views you get should
-give improved depth perception.
+give improved depth perception. A good way of measuring how well you are
+configured for your display is to fly away from objects (using the FlightManipulator
+for instance, but not the TrackballManipulator, see below) so that they go of
+toward infinity. As they move away the offset between the two images should
+tend towards your eye separation, if you achieve this then the object will
+be perceived as at infinity.
+
+
+Camera Manipulator Modes:
+There are three osgUtil::CameraManipulator's which come with osgUtil, which
+operate as a Trackball, Drive and Flight modes of interaction (see sgv.html for
+how to invoke them in the scene graph viewer). The osgUtil::Trackball
+Manipulator automatically scales the fusion distance to that which will fusion on
+center point of rotation - this will appear at the middle of the monitor at
+the monitors depth. Whereas, the osgUtil::DriveManipualtor, osgUtil::FlightManipulator
+scale the fusion distance to the distance the viewer is from the screen, the
+results in a perception that the virtual world is scaled to physical world, this
+is clearly better for simulators and alike. You can control the fusion of
+the image in these two modes via the osg::Camera::setFusionDistanceMode(FusionDistanceMode mode)
+where mode can be osg::Camera::PROPORTIONAL_TO_LOOK_DISTANCE (used by Trackball) or
+osg::Camera::PROPORTIONAL_TO_SCREEN_DISTANCE (used by Drive and Flight),
+and osg::Camera::setFusionDistanceRatio(float). See include/osg/Camera for
+further details, and the camera manipulators for implementation details. The
+fusion distance ratio defaults to 1.0 but can be biased to move objects out or
+into screen, they will also appear to get smaller and larger respectively. The
+camera manipulators allow the user to alter this value at runtime via the '+'
+and '-' keys.
+