Vizard 8 » Command Index » Vizard objects » node3d » <node3d>.renderToEye
8.0

<node3d>.renderToEye

Set which eye to render the node to

<node3d>.renderToEye(  
eye  
node = ''  
op = viz.OP_DEFAULT  
)  
eye
The eye to enable rendering to. Can be one of the following:

viz.BOTH_EYE
viz.LEFT_EYE
viz.RIGHT_EYE
node = ''
Name of sub-node to apply changes to
op = viz.OP_DEFAULT
Can be viz.OP_DEFAULT to use the nodes default op mode or a combination of the following values:

Op modes

viz.OP_TRAVERSE

When performing an operation on a node, traverse the entire subgraph and process all subnodes as well. This is the default value.

viz.OP_OVERRIDE

When applying attributes, have them override attributes of subnodes.

viz.OP_ROOT

When performing an operation on the node, start at the root transform of the node, instead of the model. Processing the root will include all child Vizard nodes.

Remarks

This command can be used to control which eye the node will be rendered to. By default, all nodes will be rendered to both eyes.

Return Value

None

Example

import viz
viz.go(viz.STEREO_HORZ)

# Render soccerball to left eye
left_ball = viz.addChild('soccerball.osgb',pos=(0,1.5,2))
left_ball.renderToEye(viz.LEFT_EYE)

# Render volleyball to right eye
right_ball = viz.addChild('volleyball.osgb',pos=(0,1.5,2))
right_ball.renderToEye(viz.RIGHT_EYE)

See also

<node3d>.renderOnlyToRenderNodes
<node3d>.renderOnlyToWindows
<node3d>.renderToAllRenderNodes
<node3d>.renderToAllRenderNodesExcept
<node3d>.renderToAllWindows
<node3d>.renderToAllWindowsExcept
<node3d>.setRenderLimit