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Re: How to enable quad-buffered stereo rendering

Posted by Michael Bien on Jul 04, 2010; 6:22pm
URL: https://forum.jogamp.org/How-to-enable-quad-buffered-stereo-rendering-tp938684p942730.html

could you elaborate a bit on quad buffered stereo?

quadbuffer = plain old double buffer + stereo?

Sure we would like to support it somehow but the first step is to figure out whether stereo is something else as the quad buffered thingy.

in case stereo != quad buffered stereo
Does nvidia provide sample code in C? Context creation would be interesting for us. In best case its just a bug in the Capabilites choosing code and you would be served by just setting stereo to true.

regards,
michael


On 07/02/2010 04:52 PM, michael.nischt [via jogamp] wrote:
Hi there,

I have an 120Hz screen and the nvidia 3D vision kit plugged into my computer running Ubuntu (Linux-amd64) with a GeForce Quadro FX 4800 and want to use quad-buffered stereo rendering in jogl2. Unfortunately, I don't see how to enable it.

I set GLCapabilties.setStereo(true), but the flag is false in the chosen caps of the GLDrawable - a GLCanvas in my case. Actually, using a GLCapabiltiyChooser, none of the available modes has the stereo flag set to true. Accordringly a later query to glGetBooleanv(GL_STEREO, ..) returns GL_FALSE.

However, my system configuration is perfectly capable of it. For example these programs written in PyOpenGL work perfectly fine:
http://www.geeks3d.com/20090814/stereoscopic-camera-in-opengl-using-pyopengl/
I added the glGetBooleanv(GL_STEREO, ..) to these scripts and the returned value is GL_TRUE.

Can anyone help my enable stereo with JOGL2?

Thanks and Best,
 Michael





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