Hi!
Is it possible zu combine webgl with the anyglyph technique?
The result should be still interactive. Animations should be possible.
Hi!
Is it possible zu combine webgl with the anyglyph technique?
The result should be still interactive. Animations should be possible.
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/:
// 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.
I have read something about “multipass rendering”. Does here anybody know a webgl-tutorial? Could this help to create anaglyph webgl animations?
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?