How do you implement Stereoscopic 3D?,
Members - Reputation: 1410
Posted 13 September 2012 - 04:58 AM
I have the glasses and turned it on but I get two images on both eyes.
In my shader I have a global float4x4 ViewProj which is passed from the application. Do I need to pass them seperatly such that the drivers can pick up the View matrix and do its magic transparent to me? Do I need some semantics for the View matrix if this is the case?
Or do I need to do everything from scratch, toggle each frame back and forth offsetting the camera position?
A simple tutorial? I have trouble finding one on google....