Game Development Community

Anaglyph Torque

by Matt Vitelli · in Technical Issues · 05/28/2007 (11:48 am) · 4 replies

Anaglyph images have always had a spot in my heart. After buying a pair of 3D glasses, I wrote up a fullscreen shader for TGEA. The source code is posted in the Shaders forum section in the TGEA private forums. If anyone wants to help me improve this, please contact me. The ultimate goal is to have the red/cyan distortion based on depth.

Anyhow, the end result was this:

i63.photobucket.com/albums/h138/eternaldark112/anaglyphTorque6.png

i63.photobucket.com/albums/h138/eternaldark112/anaglyphTorque5.png

i63.photobucket.com/albums/h138/eternaldark112/anaglyphTorque4.png

-Matt Vitelli

#1
05/28/2007 (11:58 am)
Nice.
#3
08/28/2007 (8:56 pm)
Oh!! This is awesome! I can't imagine how cool TGEA would look with full-on quad buffer-active stereo.
#4
08/28/2007 (9:20 pm)
I need to seriously update this. At the moment it's very lacking. Having some sort of depth test would be pretty neat. Now that Frank Bignone has posted his fullscreen shader code, doing something more accurate will be much easier.