My program works perfectly fine in a normal 3D with one buffer, it is coded with SFML window management. I would like to add quad buffered stereo, therefore i changed my drawing code to the following :
glDrawBuffer(GL_BACK_LEFT);
camera->OnMouseMotion(sf::Vector2i(-1,0));
for (auto i = objects->cbegin(); i != objects->cend(); ++i)
(*i)->draw(camera);
glFlush();
glDrawBuffer(GL_BACK_RIGHT);
camera->OnMouseMotion(sf::Vector2i(2,0));
for (auto i = objects->cbegin(); i != objects->cend(); ++i)
(*i)->draw(camera);
glFlush();
camera->OnMouseMotion(sf::Vector2i(-1,0));
Notice that my camera changed are not perfectly right and i know i will have to change these, right now i am focusing on displaying an image just using quad buffered stereo. I noticed in all examples of programs using this stereo that they were initialising the window with something like this :
type = GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH | GLUT_STEREO;
glutInitDisplayMode(type);
Using SFML, such function isn't available, my questions are : Can i use a low-level openGL function to achieve the same result ? Can i use another window managing library with SFML ? Should i forget SFML for my program and completly change it to another one ?
SFML doesn't have an initialisation function, it creates openGL context automatically, two things you can do :
EDIT : after a small check, you cannot create a context with another library and still use SFML for drawing simple 2D forms, i am afraid you are forced to let SFML go.