+ GL::Vector3 offset(s/2, 0, 0);
+ set_eye_matrices(GL::Matrix::translation(-offset), GL::Matrix::translation(offset));
+}
+
+void StereoView::set_eye_matrices(const GL::Matrix &left_matrix, const GL::Matrix &right_matrix)
+{
+ left.offset_matrix = left_matrix;
+ right.offset_matrix = right_matrix;
+}
+
+void StereoView::set_strabismus(const Geometry::Angle<float> &s)
+{
+ strabismus = s;
+}
+
+void StereoView::add_controller(MotionController &controller)
+{
+ if(find(controllers.begin(), controllers.end(), &controller)==controllers.end())
+ controllers.push_back(&controller);
+}
+
+void StereoView::remove_controller(MotionController &controller)
+{
+ vector<MotionController *>::iterator i = find(controllers.begin(), controllers.end(), &controller);
+ if(i!=controllers.end())
+ controllers.erase(i);