
StereoCraft: Stereoscopic 3D
Side-by-side (SBS) stereoscopic 3D rendering for 3D TVs, 3D monitors, and SBS-compatible displays. StereoCraft splits the Minecraft window into left and right eye views with a configurable interpupillary distance (IPD), producing a true stereoscopic image
Links
Tags
Creators
Details
0.1.2
Compatibility
Required content
Changes
StereoCraft: Stereoscopic 3D (Angelica edition)
Side-by-side (SBS) stereoscopic 3D rendering for Minecraft 1.7.10 on the Angelica renderer (GTNH's Iris/Sodium/Embeddium fork). Splits the Minecraft window into left and right eye views with a configurable interpupillary distance (IPD), producing a stereoscopic image for 3D TVs, 3D monitors, SBS-capable HMDs, and VR passthrough virtual monitors.
This is the 1.7.10 sibling of the Fabric 1.21.11 StereoCraft mod — same features, ported to Forge.
Requirements
- Minecraft 1.7.10
- Forge 10.13.4.1614 or later
- Java 17 (via Angelica's
lwjgl3ify+jvmDowngraderchain — same JVM GTNH uses) - Angelica
[2.1,2.2)(hard dependency — bundles Sodium, Embeddium, and Iris) - GTNHLib 0.9.52 or later
Optional
- A shaderpack loaded through Angelica's bundled Iris — tested against BSL and Complementary Reimagined / Unbound. DH (Distant Horizons) terrain alignment is supported under shaders.
- Reverse-SBS displays / VR passthrough virtual monitors — toggle Swap eyes in Sodium options.
Installation
- Install Forge 10.13.4.1614+ for Minecraft 1.7.10 (use a launcher that supports Java 17 — e.g. PrismLauncher with the GTNH meta).
- Install Angelica
[2.1,2.2)and GTNHLib0.9.52+into yourmods/folder. - Grab
stereoscopic-vX.Y.Z.jarfrom the GitHub releases page and drop it intomods/. - Launch the game.
Configuration
Open the in-game options menu and go to Video Settings → Sodium → Stereoscopic (added by our Sodium options-page integration). From there:
- Mode —
OFF,SBS_FULL,SBS_HALF,OUDA_FULL,OUDA_HALF. Toggling triggers an Iris pipeline rebuild on the next frame, so the screen may flash briefly. - IPD (mm) — interpupillary distance, 55–75 mm anthropomorphic range. Default 64 mm.
- Convergence (blocks) — off-axis convergence distance. Objects at this depth sit at the screen plane (zero parallax); closer pops out, farther recedes. 0 = parallel-axis (no shear, everything pops out). Default 4.
- Swap eyes — flip which eye-render goes to which physical eye. Toggle if depth looks inverted on your display.
- HUD mode —
DUPLICATE(per-eye HUD),STRETCH(full-width across both eyes), orHIDE. - Debug: force eye — render only LEFT or RIGHT eye full-screen, for debugging per-eye divergence.
Persistent settings live at config/stereoscopic.cfg (standard Forge config format). Manual edits round-trip cleanly through the in-game options page.
Compatibility
- Iris shaderpacks: BSL, Complementary Reimagined, Complementary Unbound (all tested). Per-eye colortex banking keeps each eye's temporal slots (PBR reflection cache, TAA history, screen-space colored blocklight) separate so eyes don't cross-contaminate. DH-projection shear restoration keeps Distant Horizons terrain aligned with regular chunks under shaders.
- Distant Horizons: works under shaders (Iris's DH path is shear-corrected per eye) and without shaders.
- Xaero's minimap: minimap renders once per frame (gated by frame counter), not twice — won't double-draw under our two-pass renderWorld.
- ChromaticTooltips: tooltip overlay positions per eye.
- HUDCaching (Angelica feature): HUD caches at full resolution once per frame, then blit-duplicates per eye.
Known limitations
- Async cursor presents Windows-only: the cursor-mirroring feature that keeps the OS cursor smooth at low FPS uses Win32 cursor APIs. On Linux/macOS the cursor will only appear in one eye while a screen (inventory, chat, options) is open.
- NEI overlay: works, but extra-large item tooltips may slightly clip at the eye-half boundary because NEI's overlay uses display-pixel coords.
- Iris pipeline first-frame rebuild: on world load, Iris loads its pipeline once before our stereo state is published. We auto-trigger a rebuild on the first stereo-active frame — you may see a one-frame flash.
- Sodium chunk visibility cull: BFS skipped on the second eye (chunks visible to one eye are visible to the other at typical IPD). At extreme IPD / convergence settings near a chunk boundary you might see a missing-chunk artifact for one frame.
Screenshot

License
LGPL-3.0-only. See LICENSE.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:jZrDX6R1:hXG7RwD0"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:jZrDX6R1:hXG7RwD0"
}
