Stereoscopy in VR

Hi!

I am not new in Processing, but I am new in VR mode.

I have started developing some simple examples, and I realized that the is not stereoscopy effect in VR; I mean, both left eye and right eye images are exactly the same, no matter objects are placed at different distances from the camera (parallax effect), thus, I don’t have depth perception of distances (image looks flat).
I read in the VR introduction, and it says that Processing does all eye transformations in Stereo Mode; hovewer it seems to me that it just duplicates the same render to both eyes.
I have calibrated my VR glasses, I have stereo effect in other comercial VR Apps.

What am I doing wrong?

Thanks!
Javi

I definitely have to buy VR glasses to try out this stuff.
I would place an issue on P4A on Github here.

Since it seems stereoscopy is not implemented in Processing VR, I have developed a short code that does the trick. Hope this may be usefull to other developers.

import processing.vr.*;


int eyedist=50;


VRCamera cam;

float angulo=0;

float cx,cz;
float px,pz;
float ang;
float orbita=400;
float vorbita=0.01;



//e
PMatrix3D eyeMat = new PMatrix3D();

void setup() {
  fullScreen(VR);
  cameraUp();
  rectMode(CENTER);
  cam = new VRCamera(this);
  cam.setNear(10);
  cam.setFar(2500);

  
 //posicion planeta
 //centro
 cx=width/2;
 cz=-200;
 ang=0;
 

}
boolean ciclo=false;  //test witch eye is beign draw
float orientacion;

void draw() {
  
 ciclo=!ciclo;
 

 
 background (0);
 lights();
  if (!ciclo) {
   getEyeMatrix(eyeMat);
   orientacion= acos(eyeMat.m00);
   if (eyeMat.m02<0) orientacion=-orientacion; 
   println(degrees(orientacion));
  }
 if (ciclo)
    cam.setPosition(+(eyedist/2)*cos(orientacion), 100, 500+(eyedist/2)*sin(orientacion));
   else
   cam.setPosition(-(eyedist/2)*cos(orientacion), 100, 500-(eyedist/2)*sin(orientacion));
 pushMatrix();
 px=cx+cos(ang)*orbita;
 pz=cz+sin(ang)*orbita;
 translate(px,100,pz); ang=ang+vorbita;
 rotateY(1.25);
 rotateX(-0.4);
 rotateZ(angulo); //angulo=angulo+0.01;
 noStroke();
 fill(251,100,10);
 box(100);
 popMatrix();
 
 pushMatrix();
 translate(width/2,100,cz);
 rotateY(1.25);
 rotateX(-0.4);
 rotateZ(angulo); //angulo=angulo+0.01;
 noStroke();
 fill(0,200,10);
 sphere(70);
 popMatrix();
 
 
}

void mousePressed() {
  vorbita=0;
}

void mouseReleased() {
  vorbita=0.01;
}