OpenGL and Shutter Glasses
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If you are saying that you want to use the glasses to block out one eye and alternately block the other eye at your discretion, Nvidia's stereoscopic glasses do no function that way. I'm thinking that you want to make it so that the patient does not have to raise their left hand to cover their left eye during the test and then having alternate to raising their right hand to cover the right eye?
If you are saying that you want to use the glasses to block out one eye and alternately block the other eye at your discretion, Nvidia's stereoscopic glasses do no function that way.

I'm thinking that you want to make it so that the patient does not have to raise their left hand to cover their left eye during the test and then having alternate to raising their right hand to cover the right eye?

#16
Posted 08/11/2014 09:45 AM   
Dear bo3b I couldn't find any suitable link about custom-built 3Dmovie that you said. could you please send me a good one? Thanks in advance
Dear bo3b
I couldn't find any suitable link about custom-built 3Dmovie that you said. could you please send me a good one?
Thanks in advance

#17
Posted 08/13/2014 08:45 AM   
Dear D-Man11 Thanks for your attention and responses I'm trying the Sview photo viewer that you suggested . I need this glasses ,because each of the patient's eye should see a part of the scene . more description, the patient wear the glasses , he see 2 object(1 object by left eye and the other by right eye) he should drag one of the object and put it on the other object accurately . This has been done by passive 3d glasses already(red & blue lens). But I need to do it by active glasses for my project.
Dear D-Man11
Thanks for your attention and responses
I'm trying the Sview photo viewer that you suggested .
I need this glasses ,because each of the patient's eye should see a part of the scene .

more description, the patient wear the glasses , he see 2 object(1 object by left eye and the other by right eye) he should drag one of the object and put it on the other object accurately .

This has been done by passive 3d glasses already(red & blue lens). But I need to do it by active glasses for my project.

#18
Posted 08/13/2014 09:04 AM   
[quote="Nazemi"] more description, the patient wear the glasses , he see 2 object(1 object by left eye and the other by right eye) he should drag one of the object and put it on the other object accurately . This has been done by passive 3d glasses already(red & blue lens). But I need to do it by active glasses for my project.[/quote]Are you doing this using the NVidia 3D Discover red/blue? If so, your software will automatically work correctly with the shuttter glasses using it's "automatic" mode, by switching from Discover to 3D Vision in the control panel. I think. Not sure that's true when using OpenGL.
Nazemi said: more description, the patient wear the glasses , he see 2 object(1 object by left eye and the other by right eye) he should drag one of the object and put it on the other object accurately .

This has been done by passive 3d glasses already(red & blue lens). But I need to do it by active glasses for my project.
Are you doing this using the NVidia 3D Discover red/blue? If so, your software will automatically work correctly with the shuttter glasses using it's "automatic" mode, by switching from Discover to 3D Vision in the control panel. I think. Not sure that's true when using OpenGL.

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#19
Posted 08/13/2014 09:54 AM   
I've not done this before, I've just read some paper have done it by red/blue glasses. Now I want to do this by my active shutter glasses.It seems harder but better. I didn't get which software do you mean .
I've not done this before, I've just read some paper have done it by red/blue glasses. Now I want to do this by my active shutter glasses.It seems harder but better.
I didn't get which software do you mean .

#20
Posted 08/13/2014 12:06 PM   
I only know about the DirectX APIs, and not much about OpenGL. So I don't know, but I think there is no 'automatic' mode for OpenGL. If your hardware can run DirectX style stuff, I think you'd get the most mileage out of converting your code from OpenGL to the DirectX equivalent. They aren't 1:1, but are close enough to convert. I'm pretty sure that Quadro cards can also run DirectX with no trouble. If you can convert your code to run under DirectX instead, then you'd get the red/blue via Discover, but more importantly, you'd get the shutter glasses via Automatic mode for free. It's certainly going to be possible to make the OpenGL version support the glasses directly, but you'll have to dig into NVidia's OpenGL API. Edit: You might also take a look at [url]https://github.com/tliron/opengl-3d-vision-bridge[/url] suggested by HelixFax with his OpenGL->3D Vision wrapper. That might be enough to allow you run your code with shutter glasses.
I only know about the DirectX APIs, and not much about OpenGL. So I don't know, but I think there is no 'automatic' mode for OpenGL.

If your hardware can run DirectX style stuff, I think you'd get the most mileage out of converting your code from OpenGL to the DirectX equivalent. They aren't 1:1, but are close enough to convert. I'm pretty sure that Quadro cards can also run DirectX with no trouble.

If you can convert your code to run under DirectX instead, then you'd get the red/blue via Discover, but more importantly, you'd get the shutter glasses via Automatic mode for free.


It's certainly going to be possible to make the OpenGL version support the glasses directly, but you'll have to dig into NVidia's OpenGL API.

Edit: You might also take a look at https://github.com/tliron/opengl-3d-vision-bridge suggested by HelixFax with his OpenGL->3D Vision wrapper. That might be enough to allow you run your code with shutter glasses.

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GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
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#21
Posted 08/14/2014 08:45 AM   
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