Set params for GL context

Hi everyone!

We are trying to develop a small C plugin to enable stereo rendering using quadbuffer and direct opengl calls.

At this moment we have both cameras in unity with a plugin call before start rendering in order to set manually what buffer we are using for this camera (left or right). The problem becomes because the gl context must be created with GL_STEREO option. Is there any way to set the params for the gl context, or recreate or enable this option?

Thanks in advance!

Thats unluckily impossible. You will need to request this as a feature from UT (I think it already exists as one, you might want to check Feedback at the top) so it gets editor exposed.

The earliest point in time at which anything you add to the project even gets called is already long after the devices contexts being created so no matter what you do you won’t be able to get access to it, as such it will likely never be script API exposed

Those are bad news. Unity is being used a lot in cave systems, and several times this caves uses quad buffer for stereo rendering.

BTW, thanks for the response!

right unity is used there more and more.

But most of these setups likely use a solution that builds the 3D data through a left / right viewport split and rendering into it as there are several solutions available for this use case already

Our current solution shows a window with a side by side image, it’s used in tvs and other compatible devices. The problem is that our cave projectors only use quad buffer for stereo.

I’ve heard that dx11 has quadbuffer stereo rendering, so maybe the unity team could start to implement some kind of stereo solution. The problem, as always, is the lack of standarization (NVIDIA’s 3D vision, side by side for tvs, OpenGL quad buffer, AMD 3D solution, etc…)

Uhm, i’m thinking about forcing ogl stereo from quadro’s control panel, i’ll try it tomorrow.

Cheers!

Forcing stereo from nvidia control panel doesn’t work, bad news for us, i think that we must drop unity usage for our cave and must use another solution that provides quadbuffer stereo.

I’ve sent feedback here: http://feedback.unity3d.com/unity/all-categories/1/hot/active/3124--quad-buffer-stereo. Please vote for it if this is still giving you trouble, too!

I’ve sent feedback here: http://feedback.unity3d.com/unity/all-categories/1/hot/active/3124--quad-buffer-stereo. Please vote for it if this is still giving you trouble, too!