[Development] StereoViewport for Qt3D

Svenn-Arne Dragly s at dragly.com
Sun Nov 17 23:11:32 CET 2013


On Wed 06 Nov 2013 12:54:07 PM CET, Rutledge Shawn wrote:
>
> On 28 Oct 2013, at 10:35 PM, Svenn-Arne Dragly wrote:
>>
>> Secondly, I was missing a stereo option for the default QML Viewport
>> element, and decided to have a look at the implementation in QGLView to
>> see if I could port that to the QML Viewport element. Luckily this was
>> quite easy (thanks to Qt3D being well designed) and I have uploaded the
>> resulting StereoViewport element to a GitHub repository:
>>
>> https://github.com/dragly/stereoviewport
>>
>> This should compile with Qt5.1.1 and the latest master branch of Qt3D.
>
>
> Cool. Are you using it with an Oculus Rift, 3D TV or something else?

Both and Oculus Rift and a 3D TV, actually. I have tested the stereo
mode where the viewport is split in two thoroughly, with one half of the
screen for the left eye and the other for the right. It works quite well
and seems to be stable.

>
>>
>> Now, I'm wondering if this feature should be a part of the original
>> Viewport element. Should I contribute this into the main Qt3D
>> repository? If so, what steps should I take before doing this, apart
>> from those listed in the Qt Contributing Guidelines? I'm for instance
>> not sure if I might have introduced some bugs or damaged any features of
>> the original Viewport element. How should I verify that I haven't
>> done so?
>
>
> I don't know much about that but I'm sure you will get a reply from
> someone who does. But it sounds like a good feature to have.

I hope so too, but if I don't hear anything I'll just try pushing it to
gerrit and see how it goes.


Svenn-Arne




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