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Thread: How to generate stereo manually

  1. #11
    Junior Member Newbie
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    Re: How to generate stereo manually

    The call glGetIntegerv(GL_STEREO, &isStereo) results in isStereo being false.
    So I guess I'm out of luck. I also tried full screen. Doesn't work either.

    I bought the 3D Vision from nVidia with the assumption I can create 3D myself. But this seems not the case.
    I can not efford an expensive Quadro card.

    The RivaTuner tool also does not support the latest Windows 7 driver. So that is not a solution too.



    Does anyone know if I can create 3D with an ATI card?

  2. #12
    Senior Member OpenGL Pro Ilian Dinev's Avatar
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    Re: How to generate stereo manually

    With the vuzix VR920 that I have, I just have to call an API from a provided DLL to mark frames. Maybe there's something similar exposed in the driver (and the DLLs that come with it), even if it'll be hackish. Look it up with Depends.exe .
    I'd look into DX-land, where there could be examples.

    Ah, also there are the "iZ3D"
    http://www.iz3d.com/licenses

    The only way to have 3D on ATi is via iZ3D or VR920's drivers.

  3. #13
    Junior Member Regular Contributor
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    Re: How to generate stereo manually

    One other possibility is to simulate quadbuffering by drawing the left and right views in alternate frames.
    Use wglSwapInterval(1); to ensure you are locked to VSYNC.
    Draw Left view, SwapBuffers, draw right view, swapbuffers, repeat.

    Now you just need to convince the 3D vision glasses to switch views at each VSYNC pulse even though the driver thinks its drawing 2D.
    See if there is an option in the control panel to force the 3D mode on.
    If not then the only options left are some sort of software or hardware hack.

    You will also need to accurately time each frame as any skipped frames will swap the left/right views, and some way in your application (ie. a hotkey) to swap them if it starts the wrong way around.

  4. #14
    Senior Member OpenGL Guru
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    Re: How to generate stereo manually

    Don't these glasses have drivers that are supposed to take an ordinary 3D scene, complete with depth buffer, and fake quad-buffer stereo, without the application having to be written for it? As I understood it, that was the idea behind the thing.

  5. #15
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    Re: How to generate stereo manually

    Quote Originally Posted by Alfonse Reinheart
    Don't these glasses have drivers that are supposed to take an ordinary 3D scene, complete with depth buffer, and fake quad-buffer stereo, without the application having to be written for it? As I understood it, that was the idea behind the thing.
    I think internally quad buffer is used and the frames are rendered to two buffers at the same time with a little camera view offset. But the quad buffers options seems to be disabled for the OpenGL API. Marketing issue I guess.

  6. #16
    Senior Member OpenGL Guru Dark Photon's Avatar
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    Re: How to generate stereo manually

    Quote Originally Posted by dukey
    quad buffer is essentially dead since support for it was killed in vista
    Oh please. Killed in the OS that hardly anyone "downgraded" to?

  7. #17
    Super Moderator OpenGL Lord
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    Re: How to generate stereo manually

    Quote Originally Posted by Dark Photon
    Quote Originally Posted by dukey
    quad buffer is essentially dead since support for it was killed in vista
    Oh please. Killed in the OS that hardly anyone "downgraded" to?
    Nvidia says quad buffer stereo works on vista/win7 :
    http://www.nvidia.com/object/quadro_...cs_boards.html
    Anyone with actual experience on this ?

  8. #18
    Junior Member Regular Contributor
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    Re: How to generate stereo manually

    No actual experience, but shuttered stereo definitely does not need quad buffers.
    'Shuttering' means, we are displaying 2 images after each other and we have to cover the left and right eye at the right time so only the correct image is seen.
    This technology is nothing new, it only works better these days because there are 120Hz LCD Displays on the market now, which you need to get the NVision Glasses to work.

    Theoretically, if the glasses start shuttering automatically, you only need to render the frames alternating and synced to the display. Without special drivers you might need to add a functionality to switch the dominance from left to right. (just displaying one frame twice to switch left and right images).

    There always have been 3rd party shutterglasses that were able to sync to a VGA signal...

    I hope somebody can confirm this with the 3D Vision glases so I can get a set myself.

  9. #19
    Super Moderator OpenGL Lord
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    Re: How to generate stereo manually

    you only need to render the frames alternating and synced to the display
    And what do you do when rendering a frame takes longer than 1/60th of a second ? With quad buffered stereo, the gpu continues to display previous left and right images until a new set is ready, whatever the time needed to do so.

  10. #20
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    Re: How to generate stereo manually

    Quote Originally Posted by ZbuffeR
    you only need to render the frames alternating and synced to the display
    And what do you do when rendering a frame takes longer than 1/60th of a second ? With quad buffered stereo, the gpu continues to display previous left and right images until a new set is ready, whatever the time needed to do so.
    Then you probably end up with reversed left and right pictures.
    I think quad buffering is a must.
    But ....
    I would like to generate the left and right images for different moments in time.
    So I would like to render the left picture, than swap this buffer (not swapping the right picture). Than render the right picture and swap that one (not swapping left). This to overcome motion problems.

    Is that possible with quad buffering?

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