OpenGL3DVision Wrapper v.3.19 Public Release (Beta)
  10 / 10    
[quote=""][url]https://github.com/DarkStarSword/3d-fixes/blob/master/shadertool.py[/url][/quote] Big thx for the link;))

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 06/18/2015 11:53 AM   
I'm trying to get this work for Descent Freespace 2 and am watching the video from the documentation. Vid #2 shows a .nip file in the wrapper download that gets imported into nvinspector, but I don't see any such file in the actual download?
I'm trying to get this work for Descent Freespace 2 and am watching the video from the documentation. Vid #2 shows a .nip file in the wrapper download that gets imported into nvinspector, but I don't see any such file in the actual download?

i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard

Posted 06/19/2015 10:46 PM   
With a game that old you need to use the newer version of his wrapper and set the ini to legacy AFAIK. Stryker_66 did it, so I suggest you read his post and the reply from Helifax. [url]https://forums.geforce.com/default/topic/757649/3d-vision/opengl3dvision-wrapper-v-3-19-public-release-beta-/post/4516124/#4516124[/url] You might also try the dgVoodoo wrapper https://forums.geforce.com/default/topic/828843/ Another thing is D2X-XL, it adds high resolution textures and some other things. http://www.descent2.de/ D2X-XL was discussed in this thread. [url]https://forums.geforce.com/default/topic/484992/3d-vision/descent-3-in-nvidia-old-stereo/post/3479996/#3479996[/url]
With a game that old you need to use the newer version of his wrapper and set the ini to legacy AFAIK.

Stryker_66 did it, so I suggest you read his post and the reply from Helifax.
https://forums.geforce.com/default/topic/757649/3d-vision/opengl3dvision-wrapper-v-3-19-public-release-beta-/post/4516124/#4516124

You might also try the dgVoodoo wrapper
https://forums.geforce.com/default/topic/828843/

Another thing is D2X-XL, it adds high resolution textures and some other things. http://www.descent2.de/

D2X-XL was discussed in this thread.
https://forums.geforce.com/default/topic/484992/3d-vision/descent-3-in-nvidia-old-stereo/post/3479996/#3479996

Posted 06/20/2015 03:34 PM   
Thanks for the response, I'll check that out. Just to be clear I'm referring to Descent Freespace 2 - the space sim, not the underground 6dof shooter. I've got the game working with FSO (http://scp.indiegames.us/) which is a community project to make it work under OpenGL or dx8/9 (plus updated graphics, mods, etc). Game works, but can't get 3D to enable. I'll try reading this whole thread and pounding away at it for another couple hours but I think I may be in over my head lol.
Thanks for the response, I'll check that out. Just to be clear I'm referring to Descent Freespace 2 - the space sim, not the underground 6dof shooter. I've got the game working with FSO (http://scp.indiegames.us/) which is a community project to make it work under OpenGL or dx8/9 (plus updated graphics, mods, etc). Game works, but can't get 3D to enable. I'll try reading this whole thread and pounding away at it for another couple hours but I think I may be in over my head lol.

i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard

Posted 06/20/2015 07:25 PM   
OK so I see the wrapper is supposed to add this to the existing profile, however how can I tell if that has been done? When I start the game with the dev files in place I do not get the splash screen or 3D enabled. In the profile for Freespace 2 the correct executable has not been added to the profile, and there is no profile for 'fs2.exe' (the game executable). If I manually add the correct executable to the profile same results.
OK so I see the wrapper is supposed to add this to the existing profile, however how can I tell if that has been done? When I start the game with the dev files in place I do not get the splash screen or 3D enabled. In the profile for Freespace 2 the correct executable has not been added to the profile, and there is no profile for 'fs2.exe' (the game executable). If I manually add the correct executable to the profile same results.

i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard

Posted 06/20/2015 08:25 PM   
In order for the Splash Screen to show, it must be enabled in the ini file. If it's enabled and not showing, then then game isn't using OpenGL or you have it installed in the wrong location. AFAIK
In order for the Splash Screen to show, it must be enabled in the ini file.

If it's enabled and not showing, then then game isn't using OpenGL or you have it installed in the wrong location.

AFAIK

Posted 06/20/2015 09:04 PM   
OK I have the debug wrapper loading, I can see the splash screen, but the game loads as just a black screen, 3d not enabled either. The current release is way different than what is shown to do in the video (there is no options for PrintDebugInfo, or EnableWindowModeSupport, for example) so I'm having trouble trying to follow along. From the log file it looks like it can't create the NV profile, but then later on it says 3D vision enabled succesfully?? I don't know what to do here :( ============ Welcome to OpenGL-3D Vision wrapper v.3.19 Beta. ============ Found fs2_open_3_7_2.exe with PID: 1af0 Setting up the Nvidia Profile Information Nvidia Profile exe name: fs2_open_3_7_2.exe Existing profile not found for fs2_open_3_7_2.exe application! Attempting to generate one... Cannot read Profile.nip file... Could not generate profile for fs2_open_3_7_2.exe application! 3D Vision will be disabled... Using ARB Shader Using ARB Shader Using ARB Shader Using ARB Shader Automatic Hooking Enabled !!! Loading OpenGL Extensions.... Found max of 336 extensions Extensions enumerated and retrieved ! (OGL 3.3 or later) OpenGL extensions Retrieved !!! Creating OpenGL/Direct3D bridge... Window size: 1920, 1080 WGL NV_DX_interop extension supported on this platform This operating system uses WDDM (it's Windows Vista or later) Activated Direct3D 9x Retrieved adapter display mode, format: 21 Our required formats are supported Retrieved device capabilities Hardware vertex processing is supported NVAPI initialized NVIDIA Single Screen is enabled. NVIDIA SLI is Disabled. NVAPI Cannot be unloaded... Still in access ?!?! Context is in Windowed Mode Windows information for D3D device set. Created device Enabled OpenGL interop on device Created NV stereo handle on device: Activated stereo Retrieved device back buffer Created color texture(left) Created color texture (right) Retrieved color buffer from color texture (left) Retrieved color buffer from color texture (right) Created render target surface (stereo) Inserted stereo header into render target surface (stereo) Created depth/stencil surface Created OpenGL color texture (left) Created OpenGL color texture (right) Created OpenGL depth/stencil texture Bound render target surface to OpenGL texture (left) Bound render target surface to OpenGL texture (right) Bound depth/stencil surface to OpenGL render buffer Created OpenGL frame buffer objects --- 3D Vision successfully initialized ! --- Starting Rendering: --- Starting Resize Detection Thread Starting NVAPI Thread Left Eye: Render Successfully Deactivate LEFT Buffer Interop: FALSE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE RIGHT EYE: Lock Color Interop: TRUE Right Eye: Render Successfully Deactivate RIGHT Buffer Interop: TRUE FLUSH: Unlock Interop Buffers: FALSE LEFT EYE: Lock Color Interop: TRUE Left Eye: Render Successfully Deactivate LEFT Buffer Interop: TRUE The last block of text just repeats over and over.
OK I have the debug wrapper loading, I can see the splash screen, but the game loads as just a black screen, 3d not enabled either. The current release is way different than what is shown to do in the video (there is no options for PrintDebugInfo, or EnableWindowModeSupport, for example) so I'm having trouble trying to follow along. From the log file it looks like it can't create the NV profile, but then later on it says 3D vision enabled succesfully?? I don't know what to do here :(


============
Welcome to OpenGL-3D Vision wrapper v.3.19 Beta.
============

Found fs2_open_3_7_2.exe with PID: 1af0
Setting up the Nvidia Profile Information

Nvidia Profile exe name: fs2_open_3_7_2.exe
Existing profile not found for fs2_open_3_7_2.exe application! Attempting to generate one...
Cannot read Profile.nip file...
Could not generate profile for fs2_open_3_7_2.exe application! 3D Vision will be disabled...
Using ARB Shader
Using ARB Shader
Using ARB Shader
Using ARB Shader
Automatic Hooking Enabled !!!
Loading OpenGL Extensions....
Found max of 336 extensions
Extensions enumerated and retrieved ! (OGL 3.3 or later)
OpenGL extensions Retrieved !!!
Creating OpenGL/Direct3D bridge...

Window size: 1920, 1080
WGL NV_DX_interop extension supported on this platform
This operating system uses WDDM (it's Windows Vista or later)
Activated Direct3D 9x
Retrieved adapter display mode, format: 21
Our required formats are supported
Retrieved device capabilities
Hardware vertex processing is supported
NVAPI initialized
NVIDIA Single Screen is enabled.
NVIDIA SLI is Disabled.
NVAPI Cannot be unloaded... Still in access ?!?!
Context is in Windowed Mode
Windows information for D3D device set.
Created device

Enabled OpenGL interop on device
Created NV stereo handle on device:
Activated stereo
Retrieved device back buffer
Created color texture(left)
Created color texture (right)

Retrieved color buffer from color texture (left)
Retrieved color buffer from color texture (right)
Created render target surface (stereo)
Inserted stereo header into render target surface (stereo)
Created depth/stencil surface
Created OpenGL color texture (left)
Created OpenGL color texture (right)
Created OpenGL depth/stencil texture
Bound render target surface to OpenGL texture (left)
Bound render target surface to OpenGL texture (right)
Bound depth/stencil surface to OpenGL render buffer
Created OpenGL frame buffer objects
---
3D Vision successfully initialized !
---
Starting Rendering:
---
Starting Resize Detection Thread
Starting NVAPI Thread
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: FALSE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE
RIGHT EYE: Lock Color Interop: TRUE
Right Eye: Render Successfully
Deactivate RIGHT Buffer Interop: TRUE
FLUSH: Unlock Interop Buffers: FALSE
LEFT EYE: Lock Color Interop: TRUE
Left Eye: Render Successfully
Deactivate LEFT Buffer Interop: TRUE



The last block of text just repeats over and over.

i7-6700k @ 4.5GHz, 2x 970 GTX SLI, 16GB DDR4 @ 3000mhz, MSI Gaming M7, Samsung 950 Pro m.2 SSD 512GB, 2x 1TB RAID 1, 850w EVGA, Corsair RGB 90 keyboard

Posted 06/20/2015 09:59 PM   
Well the ini file has comments: ForceWindowModeSupport = false | Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it. EnableScrBfrCallTracer = false | Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used). Which are basically the same thing. (If you look in the videos and compare the comments you will see is the same thing:) ) As for your profile problem...try running the game with Admin rights:) The wrapper got updated from the initial release (videos) but the comments in the ini file should make thinks self explanatory :) (if you are familiar with the initial release that you can still download) Also, I don't think the wrapper will work with ancient apps like "Descent Freespace 2" which is...well ancient... as is targeted at newer apps using newer versions of OpenGL.
Well the ini file has comments:

ForceWindowModeSupport = false
| Force Window Mode context creation. This setting will not force the render engine to work in window mode. It is a flag used for DX device/context creation. Some applications require it.


EnableScrBfrCallTracer = false
| Special Logging case. If enabled the log file will contain the Call Order of the glBindFramebuffer, glBindFramebufferEXT, glBindFramebufferARB, glSwapBuffers functions (whichever is used).

Which are basically the same thing. (If you look in the videos and compare the comments you will see is the same thing:) )


As for your profile problem...try running the game with Admin rights:)
The wrapper got updated from the initial release (videos) but the comments in the ini file should make thinks self explanatory :) (if you are familiar with the initial release that you can still download)

Also, I don't think the wrapper will work with ancient apps like "Descent Freespace 2" which is...well ancient... as is targeted at newer apps using newer versions of OpenGL.

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 06/20/2015 11:33 PM   
""Extensions enumerated and retrieved ! (OGL 3.3 or later)"" When I saw this in his log I assumed that it's saying that the wrapper is seeing OpenGL 3.3 or is that notation simply stating that it's only used if the game is using 3.3 or later. Because he did say he was using a mod/patch/update that upgraded the renderer. Although when I looked at his link I saw no mention of a newer renderer being used.
""Extensions enumerated and retrieved ! (OGL 3.3 or later)""

When I saw this in his log I assumed that it's saying that the wrapper is seeing OpenGL 3.3 or is that notation simply stating that it's only used if the game is using 3.3 or later.

Because he did say he was using a mod/patch/update that upgraded the renderer. Although when I looked at his link I saw no mention of a newer renderer being used.

Posted 06/20/2015 11:59 PM   
Just a heads up. Trying to run OpenGL games in Windows 10 crashes the video driver. (This is WITHOUT the wrapper). I tried on 350.12 and 353.62. Anyone had more luck with OpenGL under Windows 10?
Just a heads up.
Trying to run OpenGL games in Windows 10 crashes the video driver. (This is WITHOUT the wrapper).
I tried on 350.12 and 353.62.

Anyone had more luck with OpenGL under Windows 10?

1x Palit RTX 2080Ti Pro Gaming OC(watercooled and overclocked to hell)
3x 3D Vision Ready Asus VG278HE monitors (5760x1080).
Intel i9 9900K (overclocked to 5.3 and watercooled ofc).
Asus Maximus XI Hero Mobo.
16 GB Team Group T-Force Dark Pro DDR4 @ 3600.
Lots of Disks:
- Raid 0 - 256GB Sandisk Extreme SSD.
- Raid 0 - WD Black - 2TB.
- SanDisk SSD PLUS 480 GB.
- Intel 760p 256GB M.2 PCIe NVMe SSD.
Creative Sound Blaster Z.
Windows 10 x64 Pro.
etc


My website with my fixes and OpenGL to 3D Vision wrapper:
http://3dsurroundgaming.com

(If you like some of the stuff that I've done and want to donate something, you can do it with PayPal at tavyhome@gmail.com)

Posted 08/09/2015 02:24 PM   
[quote="helifax"]@ D-Man11: I used instancing before and is working very nice;) However, I can't see how I can use it here:-s The timing one looks interesting though;) and I already can see quite a few scenarios where that might help me;) (but not in the wrapper case, unfortunately) :( I am still thinking about how to duplicate the FBOs or prevent the "time" to advance;) but currently I have no new ideas... I need to look some more in the DX stuff to see how the render targets are duplicated there;) Maybe it gives me a better idea;)[/quote] Quoted from [url=https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4738654/#4738654]here[/url] If I remember correctly you use the 3D Vision Bridge. https://github.com/tliron/opengl-3d-vision-bridge Perhaps this might work better https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop On the same site, it talks about NVSG https://sites.google.com/site/snippetsanddriblits/scenix-directx-rendering While NVSG isn't for gaming, perhaps something in it could be utilized from the SDK/pipeline http://www.nvidia.com/content/nvision2008/tech_presentations/Professional_Visualization/NVISION08_NV_Scene_Graph.pdf There's also this http://libgls.sourceforge.net/ , whatever it is.
helifax said:@ D-Man11:

I used instancing before and is working very nice;) However, I can't see how I can use it here:-s
The timing one looks interesting though;) and I already can see quite a few scenarios where that might help me;) (but not in the wrapper case, unfortunately) :(

I am still thinking about how to duplicate the FBOs or prevent the "time" to advance;) but currently I have no new ideas... I need to look some more in the DX stuff to see how the render targets are duplicated there;) Maybe it gives me a better idea;)


Quoted from here




If I remember correctly you use the 3D Vision Bridge.

https://github.com/tliron/opengl-3d-vision-bridge



Perhaps this might work better

https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop


On the same site, it talks about NVSG

https://sites.google.com/site/snippetsanddriblits/scenix-directx-rendering

While NVSG isn't for gaming, perhaps something in it could be utilized from the SDK/pipeline

http://www.nvidia.com/content/nvision2008/tech_presentations/Professional_Visualization/NVISION08_NV_Scene_Graph.pdf

There's also this http://libgls.sourceforge.net/ , whatever it is.

Posted 06/22/2017 04:57 PM   
[quote="D-Man11"]Wait, maybe I'm misunderstanding. Rereading that, I now think that you are saying that you can not let OpenGL create that second frame, because if it does, then it becomes Quad Buffered. And if it becomes Quad Buffered, it will not work because Direct X has no use for it. So you want to convert the first frame to DirectX and have Nvida create the stereoized/offset sister frame. Whereas currently your wrapper creates the sister frames and not Nvidia or OpenGL.[/quote] [quote="helifax"]Yupp;) That is correct. What I need to do is what 3D Vision Automatic in DirectX does. I cannot enable Quad Buffering in OpenGL since the drivers are very restrictive (doesn't work in SUrround or SLI at all). Plus in order to enable 3D Vision Hardware I need to insert the MAGIC Stereo FLAG in the Buffer creation;) The Quad Buffering isn't anything special actually. Just enabling it would not solve the issue. The way Quad Buffering works: - Activate Left - Draw full frame or part - Activate Right - Draw full frame or part Swap (aka Present) This is EXACTLY what I do with my buffers as well (have 1 for left and one for right which are hooked into OpenGL via the interoop layer) Now notice something important: BOTH Draws are issued from the CPU and the "Time doesn't modify", thus you get the same frame from different perspectives. In normal drawing you have: Activate Back buffer - Draw full frame or part Swap/Present Advance Time See where the problem is ? Since I render sequential the TIME gets updated between consecutive frames (only if a couple of milliseconds) The rapid the movement (Rotation) the bigger the offset between individual frames. What I also tried is to hook all the Windows Tick and Performance Counter functions and try to stop the time between calls. However this doesn't work since the 3D Vision driver also relies on these functions and much more so when you stop you get instant freeze across the game;)) Now 3D Vision AUtomatic says: - Duplicate all the Framebuffers - Duplicate all the draw calls So the rendering would be like this: - Activate Left - Draw PART OF FRAME - Activate Right - Draw PART OF FRAME (Same instruction repeated but with other perspective) - Draw PART OF FRAME - Activate Right - Draw PART OF FRAME (Same instruction repeated but with other perspective) - Draw PART OF FRAME - Activate Right - Draw PART OF FRAME (Same instruction repeated but with other perspective) - SWAP/Present the "Single" Frame. By single I mean OpenGL still thinks is rendering a mono-frame. I can do the duplication of draw calls. Problem is... I can't duplicate the FBOS to get an exact copy of it. To date I have more than 200+ hours spent of this with no result whatsoever, except for the games where only ONE FBO is used (which is the main FBO and is the simplest form). This explains while you don;t get any problems when moving forwards, backwards, strafe left, strafe right, but the moment a ROTATION takes place you get the eye-sync issue;)[/quote] quoted from [url=https://forums.geforce.com/default/topic/682130/3d-vision/-opengl-3d-vision-wrapper-enabling-3d-vision-in-opengl-apps/post/4732331/#4732331]here[/url]
D-Man11 said:Wait, maybe I'm misunderstanding.

Rereading that, I now think that you are saying that you can not let OpenGL create that second frame, because if it does, then it becomes Quad Buffered. And if it becomes Quad Buffered, it will not work because Direct X has no use for it.

So you want to convert the first frame to DirectX and have Nvida create the stereoized/offset sister frame.

Whereas currently your wrapper creates the sister frames and not Nvidia or OpenGL.



helifax said:Yupp;) That is correct.
What I need to do is what 3D Vision Automatic in DirectX does.
I cannot enable Quad Buffering in OpenGL since the drivers are very restrictive (doesn't work in SUrround or SLI at all).
Plus in order to enable 3D Vision Hardware I need to insert the MAGIC Stereo FLAG in the Buffer creation;)

The Quad Buffering isn't anything special actually. Just enabling it would not solve the issue.

The way Quad Buffering works:
- Activate Left
- Draw full frame or part
- Activate Right
- Draw full frame or part
Swap (aka Present)

This is EXACTLY what I do with my buffers as well (have 1 for left and one for right which are hooked into OpenGL via the interoop layer)

Now notice something important: BOTH Draws are issued from the CPU and the "Time doesn't modify", thus you get the same frame from different perspectives.

In normal drawing you have:

Activate Back buffer
- Draw full frame or part
Swap/Present
Advance Time

See where the problem is ? Since I render sequential the TIME gets updated between consecutive frames (only if a couple of milliseconds) The rapid the movement (Rotation) the bigger the offset between individual frames.

What I also tried is to hook all the Windows Tick and Performance Counter functions and try to stop the time between calls. However this doesn't work since the 3D Vision driver also relies on these functions and much more so when you stop you get instant freeze across the game;))

Now 3D Vision AUtomatic says:
- Duplicate all the Framebuffers
- Duplicate all the draw calls


So the rendering would be like this:

- Activate Left
- Draw PART OF FRAME
- Activate Right
- Draw PART OF FRAME (Same instruction repeated but with other perspective)
- Draw PART OF FRAME
- Activate Right
- Draw PART OF FRAME (Same instruction repeated but with other perspective)
- Draw PART OF FRAME
- Activate Right
- Draw PART OF FRAME (Same instruction repeated but with other perspective)
- SWAP/Present the "Single" Frame. By single I mean OpenGL still thinks is rendering a mono-frame.

I can do the duplication of draw calls. Problem is... I can't duplicate the FBOS to get an exact copy of it. To date I have more than 200+ hours spent of this with no result whatsoever, except for the games where only ONE FBO is used (which is the main FBO and is the simplest form).

This explains while you don;t get any problems when moving forwards, backwards, strafe left, strafe right, but the moment a ROTATION takes place you get the eye-sync issue;)


quoted from here

Posted 06/22/2017 05:26 PM   
  10 / 10    
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