We are developers of a graphical engine realized in DirectX 9. We are taking it to the DirectX 11 also.
I have verified that when our graphical engine put on complete screen automatically active the 3D stereoscopic vision . We are a bit confused. Then, actually, do not the developers of games have to change part of the code in order that it is the engine of the game the one that throws both perspectives of the camera to form then the image in 3D? It is quite too automatic.
We would like to know if there is way of controlling the glasses and to be able to say to him that now a frame goes for the left eye and now different for the right. But control it with code by means of some NVIDIA SDK.
There are links to more pages of examples on NVIDIA 3d vision?
We are developers of a graphical engine realized in DirectX 9. We are taking it to the DirectX 11 also.
I have verified that when our graphical engine put on complete screen automatically active the 3D stereoscopic vision . We are a bit confused. Then, actually, do not the developers of games have to change part of the code in order that it is the engine of the game the one that throws both perspectives of the camera to form then the image in 3D? It is quite too automatic.
We would like to know if there is way of controlling the glasses and to be able to say to him that now a frame goes for the left eye and now different for the right. But control it with code by means of some NVIDIA SDK.
There are links to more pages of examples on NVIDIA 3d vision?
We are developers of a graphical engine realized in DirectX 9. We are taking it to the DirectX 11 also.
I have verified that when our graphical engine put on complete screen automatically active the 3D stereoscopic vision . We are a bit confused. Then, actually, do not the developers of games have to change part of the code in order that it is the engine of the game the one that throws both perspectives of the camera to form then the image in 3D? It is quite too automatic.
We would like to know if there is way of controlling the glasses and to be able to say to him that now a frame goes for the left eye and now different for the right. But control it with code by means of some NVIDIA SDK.
There are links to more pages of examples on NVIDIA 3d vision?
Thank you very much
We are developers of a graphical engine realized in DirectX 9. We are taking it to the DirectX 11 also.
I have verified that when our graphical engine put on complete screen automatically active the 3D stereoscopic vision . We are a bit confused. Then, actually, do not the developers of games have to change part of the code in order that it is the engine of the game the one that throws both perspectives of the camera to form then the image in 3D? It is quite too automatic.
We would like to know if there is way of controlling the glasses and to be able to say to him that now a frame goes for the left eye and now different for the right. But control it with code by means of some NVIDIA SDK.
There are links to more pages of examples on NVIDIA 3d vision?
Thank you very much