Sun Apr 13, 2: How am I supposed to know what an unknown error code means? The Ideal System With all the different drivers it seems that it would be difficult to come up with the ideal system however it is much easier than you think. The new Detonator drivers are compatible with most 3d glasses that I have tested so therefore almost anyone with an NVIDIA card can take advantage of these. By default, the magical StretchRect will only work in fullscreen mode:
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For example, making 2D overlays appear distant or near can be done with simple separation.
You can even handle things like shadows in 2D using simple techniques. They’ve been deprecated and you’re encouraged to use vertex buffer objects, which bypass all of the old matrix stuff that OpenGL provides.
I will explain a bit about that. How weird is this magical StretchRect?
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Elsa Revelator 3d wired. For the rest of us, there’s my method. After they dropped support for XP in their newest one people moved on. You don’t lose any performance over this compared to 3D Vision Automatic: I do plan to GPL mine in the future. The challenge is not the API, but making sure that your whole rendering pipeline including the 2D overlays can allow for flipping the Y axis.
Meant to be Seen – View topic – OpenGL to Direct3D to 3D Vision: yes, it works great!
At that time Elsa didn’t even have access to the underlying quad buffer stereo implementation to support OpenGL 3D stereo rendering. Without access to test the Pro drivers I can only speculate however Metabyte stated that it was a large improvement and the inclusion of OpenGL on non-voodoo cards will certainly be a big improvement. I’m not sure I’m really understanding what you mean, but I don’t see why it would be more complicated than with Direct3D.
In my code I create a openGL frame: Users browsing this forum: Unfortunately, it’s not overly useful, at least not initially. Because this card offers support for the nifty Revelator shutterglasses from Elsa.
And where is the API mentioned in the presentation? Thanks for the compliment.
The fact of the matter is that with 3d glasses you have to have VSync on in order for the glasses to track properly so therefore frame rates are going to drop. Pretty easy to add to any game. The biggest drawback to the eyeSCREAM drivers is a hafl resolution driver meaning when playing at x you actually are getting x No translation to Direct3D required. There is some 3d glasses support built into the later voodoo5 drivers however all my attempts to use them just ended up with garbage so if you have any info or have ever had luck with them please let me know.
I switch between them, rendering the scene to each, before finally “flushing” both eyes to the final Direct3D surface and then the back buffer. Directd3, l’uso continuativo stressava molto la vista.
The unofficial ELSA 3D Revelator page
For OpenGL quad-buffer to work transparently over 3D Vision, the implementation would have to blit-flip the buffers for Direct3D to be shereo-driver. Rendering for each eye sounds hard, but actually it’s great, because you get complete control over what each eye sees.
Anyway, the bottom line is that you do not need “nvapi.
It would be nice to get better documentation for and access to the API 2. One thing to keep in mind with all the 3d drivers and wrappers below is that your frame rates will go down with each one of these products.
OpenGL and Direct3D have different coordinate systems. VRCaddyME requires that you manually load it prior to use so therefore switching between stereo and mono is as simple as not loading the wrapper. There’s just no single “automatic” heuristic that would work for all games.