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Thread: combining webgl with anaglyph

  1. #1
    Junior Member
    Join Date
    May 2012
    Posts
    10

    combining webgl with anaglyph

    Hi!

    Is it possible zu combine webgl with the anyglyph technique?
    The result should be still interactive. Animations should be possible.

  2. #2
    Junior Member
    Join Date
    May 2012
    Posts
    10

    Re: combining webgl with anaglyph

    Is it possible to define 2 vertex-shader (1 for each eye) and 1 fragment-shader? And can this fragment-shader use the data of these 2 vertex-shaders?

    On https://github.com/mrdoob/three.js/issues/194 i have found:
    gl_FragColor = vec4((color1.x + color2.x)/2.0, (color1.y + color2.y)/2.0, 0.0, 1.0);
    Could this help?

    I have also found http://paulbourke.net/miscellaneous/ste ... reorender/:
    Code :
    // Right eye
       glMatrixMode(GL_PROJECTION);
       glLoadIdentity();
       // For frame sequential, earlier use glDrawBuffer(GL_BACK_RIGHT);
       glViewport(0,0,windowwidth,windowheight);
       // For side by side stereo
       //glViewport(windowwidth/2,0,windowwidth/2,windowheight);
       top    =   widthdiv2;
       bottom = - widthdiv2;
       left   = - aspectratio * widthdiv2 - 0.5 * camera.eyesep * camera.near / camera.fo;
       right  =   aspectratio * widthdiv2 - 0.5 * camera.eyesep * camera.near / camera.fo;
       glFrustum(left,right,bottom,top,camera.neardist,camera.fardist);
       glMatrixMode(GL_MODELVIEW);
       glLoadIdentity();
       gluLookAt(camera.pos.x + right.x,camera.pos.y + right.y,camera.pos.z + right.z,
                 camera.pos.x + right.x + camera.dir.x,
                 camera.pos.y + right.y + camera.dir.y,
                 camera.pos.z + right.z + camera.dir.z,
                 camera.up.x,camera.up.y,camera.up.z);
       // Create geometry here in convenient model coordinates
     
       // Left eye
       glMatrixMode(GL_PROJECTION);
       glLoadIdentity();
       // For frame sequential, earlier use glDrawBuffer(GL_BACK_LEFT);
       glViewport(0,0,windowwidth,windowheight);
       // For side by side stereo
       //glViewport(0,0,windowidth/2,windowheight);
       top    =   widthdiv2;
       bottom = - widthdiv2;
       left   = - aspectratio * widthdiv2 + 0.5 * camera.eyesep * camera.near / camera.fo;
       right  =   aspectratio * widthdiv2 + 0.5 * camera.eyesep * camera.near / camera.fo;
       glFrustum(left,right,bottom,top,camera.neardist,camera.fardist);
       glMatrixMode(GL_MODELVIEW);
       glLoadIdentity();
       gluLookAt(camera.pos.x - right.x,camera.pos.y - right.y,camera.pos.z - right.z,
                 camera.pos.x - right.x + camera.dir.x,
                 camera.pos.y - right.y + camera.dir.y,
                 camera.pos.z - right.z + camera.dir.z,
                 camera.up.x,camera.up.y,camera.up.z);
       // Create geometry here in convenient model coordinates
    But i do not really understand this code.

  3. #3
    Junior Member
    Join Date
    May 2012
    Posts
    10

    Re: combining webgl with anaglyph

    I have read something about "multipass rendering". Does here anybody know a webgl-tutorial? Could this help to create anaglyph webgl animations?

  4. #4
    Junior Member
    Join Date
    May 2012
    Posts
    10

    Re: combining webgl with anaglyph

    I have found something interesting on http://bkcore.com/blog/3d/webgl-three-j ... -glow.html:

    function render() {
    glowcomposer.render();
    finalcomposer.render();
    }
    three.js seems to execute 2 render-commands. I think i would need something similar for my anaglyph-problem. Does anybody know how this render-method works?

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