Is anybody aware of a way to enable OpenGL stereo while using a layered window in Windows 7?
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1Do you have a problem rendering to the left and right buffers on a layered window? – tkerwin Oct 27 '10 at 17:10
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Yes, windows ignores the right buffer and will only draw from the left buffer. – paj7777 Oct 28 '10 at 08:48
2 Answers
I could be wrong, but I think the GL_{LEFT,RIGHT}
are only for output devices that are actually stereoscopic, such as VR goggles, shutter glasses, or layered screens with multiple polarized displays. Assuming you aren’t using any of these things, you will probably need to make your window twice as wide and use glViewport()
to draw both aspects of the scene side-by-side. I’m assuming that your rendering pass is already happening twice for GL_LEFT
and GL_RIGHT
buffers, so you should just substitute glViewport()
calls that target either side of the window in the place of the glDrawBuffer()
calls.

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I am using the NVIDIA 3D stereo kit with the NVIDIA flicker glasses. In windows that are not layered stereo vision works fine but in a layered window the right buffer is ignored and only the left buffer gets drawn. – paj7777 Nov 19 '10 at 10:02
OpenGL stereo uses the GL_BACK_LEFT and GL_BACK_RIGHT draw buffers, and you should only draw once to each buffer. You also need a Quadro card with quad-buffer stereo support to use this.

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