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  SSK7  SSKJr  S rg)	a@	  OpenGL extension OVR.multiview

This module customises the behaviour of the 
OpenGL.raw.GL.OVR.multiview to provide a more 
Python-friendly API

Overview (from the spec)
        
        The method of stereo rendering supported in OpenGL is currently achieved by
        rendering to the two eye buffers sequentially.  This typically incurs double
        the application and driver overhead, despite the fact that the command
        streams and render states are almost identical.
        
        This extension seeks to address the inefficiency of sequential multiview
        rendering by adding a means to render to multiple elements of a 2D texture
        array simultaneously.  In multiview rendering, draw calls are instanced into
        each corresponding element of the texture array.  The vertex program uses a
        new gl_ViewID_OVR variable to compute per-view values, typically the vertex
        position and view-dependent variables like reflection.
        
        The formulation of this extension is high level in order to allow
        implementation freedom.  On existing hardware, applications and drivers can
        realize the benefits of a single scene traversal, even if all GPU work is
        fully duplicated per-view.  But future support could enable simultaneous
        rendering via multi-GPU, tile-based architectures could sort geometry into
        tiles for multiple views in a single pass, and the implementation could even
        choose to interleave at the fragment level for better texture cache
        utilization and more coherent fragment shader branching.
        
        The most obvious use case in this model is to support two simultaneous
        views: one view for each eye.  However, we also anticipate a usage where two
        views are rendered per eye, where one has a wide field of view and the other
        has a narrow one.  The nature of wide field of view planar projection is
        that the sample density can become unacceptably low in the view direction.
        By rendering two inset eye views per eye, we can get the required sample
        density in the center of projection without wasting samples, memory, and
        time by oversampling in the periphery.
        

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/OVR/multiview.txt
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