I am evaluating a couple different engines to use for an upcoming project and one of the key things I need to be able to do in my project is have a dynamic (changing per frame) asymmetric view frustum. Obviously, given any engine's source code I can do this but my question is whether or not I can do it in MOGRE out of the box, without writing any additional C++/CLI code?
just make 2 viewports and 2 cameras with the correct position/orientations on the same scene manager
wouldnt that facilitate a "Asymmetric frustum parallel axis projection stereo"
doesn't that simply involve placing a single camera where your virtual head is, and aiming it correctly? Why the special inquiry? I would think the real problem would be deriving the camera position based on the streaming images of your head.
No, in order for it to appear correctly you need the frustum to be asymmetrical. Just moving the camera around doesn't give the impression that you are looking through a window (the monitor) but instead just gives you the impression that your head is controlling camera movement. The effects on human perception of depth are vastly different.
If I understand you correctly, Ogre's frustum offset
should do the trick, which is available in Mogre.
cool, i have a lot to learn