forked from bartvdbraak/blender
e37e3845a1
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U. The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI) In order to change it you can change the camera focal length or use Rasterizer.setFocalLength. If you use the Rasterizer method it will use this value for all the cameras. ToDo: - Blenderplayer settings - Update wiki documentation (any volunteer)? * Note to stereo fans: I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out. For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/ |
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CMakeLists.txt | ||
Makefile | ||
RAS_GLExtensionManager.cpp | ||
RAS_GLExtensionManager.h | ||
RAS_ListRasterizer.cpp | ||
RAS_ListRasterizer.h | ||
RAS_OpenGLRasterizer.cpp | ||
RAS_OpenGLRasterizer.h | ||
RAS_VAOpenGLRasterizer.cpp | ||
RAS_VAOpenGLRasterizer.h | ||
SConscript |