[sldev] Stereoscopic Viewer

Dave Parks davep at lindenlab.com
Mon Feb 26 11:46:36 PST 2007

Cool.  If you're working on top of the core render pipeline classes 
(LLDrawPool, LLViewerObject, LLDrawable, LLPipeline), you'll want to 
build against first look, as there are significant architectural changes 
to the renderer.  If you're just doing everything at the window creation 
level, that code hasn't changed.  The work from first look will be 
merged down into the main distribution when it's done.

As for the HUD objects, the render path for those objects has been 
completely removed and rewritten from scratch in FL.  They now use the 
same pipeline as the rest of the world, but use a custom camera 
transform.  If you check out the FL client, you'll want to look in 
LLViewerDisplay.cpp setup_hud_matrices.  Fenagling that matrix should do 
what you want.

After you submit the patch set, send me an e-mail and I'll look at 
integrating it.  What stereo hardware would you recommend for testing?

Eric Maslowski wrote:
> Hello all,
>   Some of you may have already heard that we have created a prototype for
> stereoscopic viewing of SL. (http://um3d.dc.umich.edu/) We're looking at
> building a version that is more robust, works with all visual features of
> SL, is easily enabled/disabled, and is suitable for inclusion in the regular
> SL distribution. I have several questions for the group here.
> 1) which distro should we be using? (SL, FL, OpenSL, etc.) We have an
> interested 3rd party which is driving the stereo viewer's development and we
> would like to create a version that would absolve us from updating our code
> every time a new change is made to the linden source. Thus, allowing our 3rd
> party and everyone else in the SL community to obtain it worry-free.
> 2) Is there anyone from Linden Labs (or otherwise) that we could contact for
> specific questions about the rendering pipeline? We ran into some issues
> with the 3D HUD showing properly for the second eye and may need some tips
> and hints to speed up the debugging process.
> 3) I've read through the wiki about adding features, but was curious as to
> what the turn around time is for code to make it into the standard
> distribution.
> Thanks all
> E.
> ---
> Eric Maslowski
> Research Computer Specialist
> University of Michigan 3D Lab
> Autodesk 3D Studio Max Certified Trainer
> email:  emaslows at umich.edu
> office: 734-615-9699
> mobile: 734-730-9904
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