Thanks for the replies. In the meantime I have found an alternative method for displaying the stereo images, using the “twin monitor” capability of the nVidia driver. Here’s how it works:
In the system XConfig file I set up the graphics device as follows:
Section “Device”
BoardName “Quadro FX 3000”
BusID “1:0:0”
Driver “nvidia”
Identifier “Device[0]”
Screen 0
Option “DPMS” “off”
#The following five lines are important for setting up “twin” mode
Option “TwinView”
Option “SecondMonitorHorizSync” “31-75”
Option “SecondMonitorVertRefresh” “60”
Option “TwinViewOrientation” “LeftOf”
Option “MetaModes” “1280x1024, 1280x1024”
Option “Rotate” “off”
VendorName “NVidia”
for passive stereo:
Option “ConnectedMonitor” “CRT,CRT”
EndSection
Then, I create a GLCanvas and put it into a frame, which I then set to be a fullscreen window. Because of the way the configuration is set up, this has the size 2560x1024. In my rendering loop, I draw the right and left eye views into the the left and right halves, resp., of the drawing buffer (which has the size 2560x1024) (using glViewport(1280,0,1280, 1024) and glViewport(0,0,1280,1024), not glDrawBuffer(GL_LEFT_BACK) and glDrawBuffer(GL_RIGHT_BACK)).
Note: the same procedure works fine to generate “classical” crosseyed stereo pairs, where the left half of the window contains a view for the right eye and the right half contains the left eye view. For this reason, the option “TwinViewOrientation” is set to “LeftOf”, since the second monitor (corresponding to the viewport (1280,0,1280,1024) contains the left-eye view, not, as you might expect, the right.
This solution works fine, and has the advantage that full-screen anti-aliasing works with it, where with the driver that we have installed, quad buffers does NOT work with full-screen anti-aliasing. (I don’t know whether the latest Linux drivers from nVidia released end of June, correct this bug).
I can post details if anyone is interested.