Yup this is from a while ago when I was testing stereo with our
application…
First of all can you paste the capabilities available (log file
or just print the capabilities) and some info regarding graphic driver & model
PS: some new drivers from Nvidia come without quad buffer
support (depending on card family) so check if you have quad buffered support.
Anyways for me to get it to work, I had to manually select the
capabilities that include stereo. Since you might request some conflicting desired
caps that doesn’t come when utilizing stereo.
Will have to check again if this is still valid…but
anyways try it.
Override the choose capability function in DefaultCapabilitiesChooser
DefaultGLCapabilitiesChooser
choiceExaminer = new DefaultGLCapabilitiesChooser() {
public
int chooseCapabilities(GLCapabilities desired, GLCapabilities[] available, int
windowSystemRecommendedChoice)
{
int
sysChosenCapIndex = super.chooseCapabilities(desired,
available,windowSystemRecommendedChoice);
int desiredCapIndex
= …. Chose the one with stereo mode from the available caps.
return
desiredCapIndex;
}
};
….
GLCapabilities stereoCaps =
new GLCapabilities();
stereoCaps.setStereo(true);
GraphicsDevice
device =
GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice();
glcanvas
= new GLCanvas(stereoCaps, choiceExaminer, null, device);
….
IF all you available caps are false for stereo, then the log/model/driver
info would be helpful.
Hope it helps!
From: Sven Gothel [via
jogamp] [mailto:[hidden email]]
Sent: Tuesday, July 06, 2010 4:39 PM
To: Rami Santina
Subject: Re: How to enable quad-buffered stereo rendering
On Sunday, July 04, 2010 21:22:04 michael.nischt [via
jogamp] wrote:
>
> Michael, thanks for looking into this!
>
> Yes, the quad-buffered technique is around since a decade or so. When
> enabled, you simple draw the scene twice: once with
> glDrawBuffer(GL_BACK_LEFT) and then with glDrawBuffer(GL_BACK_RIGHT).
> Unfortunately, the last call results in a GL_INVALID_OPERATION since there
> are no right buffers because glGetBooleanv(GL_STEREO, ..) returns
GL_FALSE.
>
> Setting Capabilites.setStereo(true) in the desired caps does not help.
There
> reason is that the choosing is done by returning an index into the
> "available" array and all of the return false for getStereo().
Hence it is
> the same for "chosen" configuration.
Yep, our colleague Rami is aware of this too,
and a fix will be provided.
Thank you for the good description.
If you have time (and still a bit patience with JOGL),
you may like to provide a test case to reduce some overhead
and misunderstandings here.
>
> I assume it is a simple bug in Jogl querying/setting the stereo capability
> bit since in works in python with glutInitDisplayMode (GLUT STEREO..).
>
> Anyhow, I'll with try with the LWJGL tomorrow or on Tuesday and let you
know
> if it works..
>
> Best,
> Michael
Cheers, Sven
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