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Stereo Rendering Background Information

There are two basic approaches to stereo rendering, "Quad Buffer Stereo" and "Divided-Screen Stereo."


Quad Buffer Stereo

Quad buffer stereo uses a separate buffer for the left and right eye, resulting in four buffers if the program is already using a front and back buffer for animation. Quad buffer stereo is supported on RealityEngine and Indigo2 Maximum IMPACT(TM) and will be supported on future high-end systems.

The main drawback of this approach is that it needs a substantial amount of framebuffer resources and is therefore feasible only on high-end systems. See "Performing Stereo Rendering on High-End Systems" for step-by-step instructions.


Divided-Screen Stereo

Divided-screen stereo divides the screen into left and right pixel lines. This approach is usually appropriate on low-end systems, which don't have enough memory for quad-buffer stereo.

If you put the monitor in stereo mode, you lose half of the screen's vertical resolution and pixels get a 1 x 2 aspect ratio. The XSGIvc extension does all X rendering in both parts of the screen. Note, however, that monoscopic OpenGL programs will look wrong if you use the extension.

When working with divided-screen stereo, keep in mind the following caveats:


For More Information

See the reference pages for the following functions: XSGIStereoQueryExtension(), XSGIStereoQueryVersion(), XSGIQueryStereoMode(), XSGISetStereoMode(), XSGISetStereoBuffer().


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