There were some requests about a stereo support in OGRE recently. I did a stereo manager a month ago to test my [s]multihead patch[/s] (edit : this patch is outdated, use the one distributed with the Stereo Manager instead if you are still using Ogre 1.6. No patch is needed for Ogre 1.7)
I release it if it can be useful :
http://www.axyz.fr/support/OGRE/stereoscopy.zip
or svn : https://ogreaddons.svn.sourceforge.net/ ... tereoscopy
it support both anaglyph and dual output (for polarized projectors).Update Jan 11 2010
- added separate property sheet to the project to configure the ogre 1.6 and 1.7 directories separately
- removed the visual studio 2005 project files
Update 09/25/2009
- renammed getFocalLengthInfinite into isFocalLengthInfinite
- correctly display the focal plane when the focal length is infinite
- replaced the focus WindowRventListener by setDeactivateOnFocusChange(false)
- added an update of Nir Hasson's multi monitor pacth for Ogre 1.6.3 in the distribution
- fixed a few bugs in Demo_Frenel_Stereo
- added a key (decimal on the numpad) to change the focal length to infinite in Demo_Frenel_Stereo
Update 03/02/2009
- Added a yellow/blue anaglyph mode
- Added a support to infinite focal lengths for Head Mounted Displays (allows parallel frustum stereo)
it is very straightforward, just initialize with a cam and the output viewports (one for anaglyph and two for dual output), like this :
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mStereoManager.init(mCamera, mWindows[0]->getViewport(0), mWindows[1]->getViewport(0), StereoManager::SM_DUALOUTPUT);
// or
mStereoManager.init(mCamera, mWindow->getViewport(0), NULL, StereoManager::SM_ANAGLYPH);
it also support reflections and other effect with render textures. just add a dependency to make the render texture updated for each eye :
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mStereoManager.addRenderTargetDependency(rttTex);
There is an example of usage included in the archive

(I used the materials and compositor scripts from this thread)
edit 02/17/2009 :
Example use of the plugin with an unmodified ogre demo :
