Absolutely, but that means the glass pane itself won't be correctly displaced, no? Primarily, I wasn't worrying about static geometry but effects implemented using alpha blending, such as smoke and fire. And of course anything where the shading is impacted by the camera position.MaterialDefender wrote:most game programmers are smart enough to not write glass panes to the Z-buffer, for example, but the scene behind them.
I'm not saying it can't be done well, or that it's not a useful method, however all the implementations of Z-buffer based stereo 3D I've seen so far have left a lot to be desired compared to the "real" thing. I also agree that high quality AA is essential, particularly at devkit resolutions. Personally, if it came down to it I'd rather buy a 2nd GPU -- I realize that's not quite a mainstream-ready solution.