Improved support for anaglyphic stereo.
Integrated texture CLAMP_TO_EDGE, submitted by Ulrich Hertlein.
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@@ -214,6 +214,7 @@ void SceneView::cull()
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if (earthSky->getRequiresClear())
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{
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_renderStage->setClearColor(earthSky->getClearColor());
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_renderStage->setClearMask(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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// really should set clear mask here, but what to? Need
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// to consider the stencil and accumulation buffers..
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// will defer to later. Robert Osfield. October 2001.
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@@ -302,44 +303,50 @@ void SceneView::draw()
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float screenDistance = 3.5f;
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float iod = 0.05;
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),screenDistance);
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),_screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),_screenDistance);
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cout << "draw"<<endl;
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cout << " back left"<<endl;
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glDrawBuffer(GL_BACK_LEFT);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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cout << " back right"<<endl;
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glDrawBuffer(GL_BACK_RIGHT);
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_renderStage->setCamera(right_camera.get());
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->draw(*_state,previous);
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}
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break;
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case(RED_GREEN_STEREO):
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case(ANAGLYPHIC_STEREO):
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{
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osg::ref_ptr<osg::Camera> left_camera = new osg::Camera(*_camera);
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osg::ref_ptr<osg::Camera> right_camera = new osg::Camera(*_camera);
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float iod = 0.05;
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left_camera->adjustEyeOffsetForStereo(osg::Vec3(-iod*0.5,0.0f,0.0f),_screenDistance);
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right_camera->adjustEyeOffsetForStereo(osg::Vec3(iod*0.5,0.0f,0.0f),_screenDistance);
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osg::ColorMask* red = new osg::ColorMask;
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osg::ColorMask* green = new osg::ColorMask;
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red->setMask(true,false,false,true);
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_renderStage->setColorMask(red);
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_renderStage->setCamera(left_camera.get());
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_renderStage->draw(*_state,previous);
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green->setMask(false,true,false,true);
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green->setMask(false,true,true,true);
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_renderStage->setColorMask(green);
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_renderStage->_stageDrawnThisFrame = false;
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_renderStage->setCamera(right_camera.get());
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_renderStage->draw(*_state,previous);
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}
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break;
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default:
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{
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osg::notify(osg::NOTICE)<<"Warning: stereo camera mode not implemented yet."<<endl;
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_renderStage->draw(*_state,previous);
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}
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break;
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