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Author Topic: OA viewed through autostereograms  (Read 6322 times)
dash9
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« on: March 28, 2009, 12:25:16 PM »

Is this already implemented in ioquake3? http://en.wikipedia.org/wiki/Autostereogram
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Snickersnack
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obnoxious OA fan


« Reply #1 on: March 29, 2009, 09:11:25 AM »

I just checked the stereo rendering section of their wiki and I only see anaglyph and quad buffer output options mentioned.

http://wiki.ioquake3.org/Stereo_Rendering

I've tried the quad buffer output and it's quite nice if you have the hardware.

I've never been able to see autostereograms worth a damn. Sad

It's not OA, but have you seen this?
http://www.leweyg.com/download/SIRD/q2/index.html
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kealper
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« Reply #2 on: April 05, 2009, 11:17:30 PM »

oh my, i just read through and seen that Q2 stereogram, very cool, but it would be kinda hard to get used to...its quite cool with the animated gif ones, it never actually occurred to me that those things could be animated, let alone be made as a mod or such for a game...i kinda want to give that stereo Q2 a try punched
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dash9
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« Reply #3 on: April 06, 2009, 02:22:11 AM »

oh my, i just read through and seen that Q2 stereogram, very cool, but it would be kinda hard to get used to...its quite cool with the animated gif ones, it never actually occurred to me that those things could be animated, let alone be made as a mod or such for a game...i kinda want to give that stereo Q2 a try punched
...animated gif ones? where?
I patched ezquake (quake2 engine) with Lewey's code and it works, it's pretty cool to see.. Cheesy
Unfortunately it's pretty much unplayable - you cannot distinguish doors, or small items.. Normally when you see an autostereogram, you see it in "space" - so maybe space maps would be better, but I did not try. I can send you the patch if you want to compile it and see how it works, I had to make some changes to make it work.
« Last Edit: April 06, 2009, 02:23:54 AM by dash9 » Logged

I found a great camping place: the enemy base!
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