That worked amazingly well. (I've had it happen to me accidentally before when looking at a tiled ceiling or floor.)<p>As amazing as it is, I hope it doesn't spread, because hours spent staring at movies or games like this would be disastrous to kids' developing eyes and visual systems.
Hmm. I see nothing but the instructions and a white screen on Chromium 25.0.1364.160-0ubuntu0.12.10.1 and Firefox 20.0 (both running in Ubuntu 12.10 32bit).
I just see three flat blurry doodads. I assume the center one is supposed to look like it's sticking out of the screen?<p>The Nintendo 3DS didn't work for me, either, so maybe I'm just broken. Likewise for '80s stuff like Rad Racer (red/green glasses).
I played around with something similar in order to create a camera setup for WebGL/Three.js and the Occulus Rift: <a href="http://sxp.me/rift/" rel="nofollow">http://sxp.me/rift/</a> This was created before my Rift was delivered so I used cross-eyed 3D rather than the proper 3D the Rift uses. The camera setup is general enough that it can probably be applied to any Three.js scene that allows offscreen rendering.
The corkscrew is from acko.net's excellent article <a href="http://acko.net/blog/how-to-fold-a-julia-fractal/" rel="nofollow">http://acko.net/blog/how-to-fold-a-julia-fractal/</a> I highly recommend checking it out if you haven't already.
I would love if this had an option to switch left-right images for those of us who have an easier time with "focus-beyond-the-screen" 3D rather than cross-eyed.
Couldn't you automate the effect by rapidly switching between the two images? I guess that would basically be traditional 3D.<p>JS would probably be too slow.