I see what you mean.
But I think it’s a problem caused by rendering 2 different view ports to the same screen while ideally it should be 2 screens right in front of both eyes. Remember I’m rotating the camera’s and not the spectator’s eyes (they are still more or less right in front of the screen, no matter how the camera’s are rotated).
I think it is a small problem related to the viewing angle difference from your 2 eyes to the screen, and does not actually have anything to do with rotation of the camera’s.
But I can’t imagine it to be really noticable unless you’re really close to the screen.
I think it all comes down to this (I’ll quote myself here):
[quote]In an ideal world, you’d wear contact lenses with little monitors in them that would track the rotation of both eyes and adjust the view ports accordingly. But that’s not really viable yet, so we’re stuck with one 2D screen with a fixed view that we somehow want to translate to a stereoscopic image.
[/quote]
But I find it all quite mind boggling :o so I’m not ruling out I’m making a mistake somewhere, but I think (especially interactive) stereoscopic projection using just one screen and with no tracking of the spectator’s eyes is a trade off no matter what, caused by the fact that the cameras’ orientations will differ from those of the spectator’s eyes.
You could say that the inward rotation of the camera’s should be same as that of the spectator’s eyes, but then you still have the same problem as soon as you look at something at a different depth from the screen.