blender/source/gameengine/Rasterizer/RAS_CameraData.h
Benoit Bolsee 7f10f5f66f fix BGE bug #8646: unusable anaglyph settings
The best rules for stereo rendering are now applied to Blender. Here is the new situation:
1) The focal distance is now settable through the GUI: select the camera (each camera can have a different setting) and go to the camera data (F9): the "Dof Dist" and "Dof Ob" can be used to set the focal distance for that camera. The "Dof Ob" is interesting because it sets the focal distance so that the center this object will appear at the surface of the screen when running the game.
2) The eye separation is automatically set to focal_distance/30, which is considered to be a reasonable value. If you need a different value, you can always use Python scripting. 

Notes: 
- If you switch camera during the game, the focal distance will also change unless you have set the focal distance by scripting, in which case it overwrites the focal distance setting of all cameras.
- If you don't set the focal distance in the camera data or by scripting, the default value will be used. The default value corresponds more of less to the near clipping plane which means that all the objects will be very far with little 3D effect.
- If you don't set the eye separation by scripting, it is automatically computed as focal_distance/30, regardless on how the focal distance was set.
2008-05-24 08:34:04 +00:00

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C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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*/
#ifndef __RAS_CAMERADATA_H
#define __RAS_CAMERADATA_H
struct RAS_CameraData
{
float m_lens;
float m_clipstart;
float m_clipend;
bool m_perspective;
bool m_viewport;
int m_viewportleft;
int m_viewportbottom;
int m_viewportright;
int m_viewporttop;
float m_focallength;
RAS_CameraData(float lens = 35., float clipstart = 0.1, float clipend = 100., bool perspective = true,
float focallength = 0.0f, bool viewport = false, int viewportleft = 0, int viewportbottom = 0,
int viewportright = 0, int viewporttop = 0) :
m_lens(lens),
m_clipstart(clipstart),
m_clipend(clipend),
m_perspective(perspective),
m_focallength(focallength),
m_viewport(viewport),
m_viewportleft(viewportleft),
m_viewportbottom(viewportbottom),
m_viewportright(viewportright),
m_viewporttop(viewporttop)
{
}
};
#endif //__RAS_CAMERADATA_H