I was hoping somebody could offer me some help in fixing a game engine that our company has licensed. We have a very old version of the Source game engine (HL2), and unfortunately, there are small errors in stereoscopic that I was hoping to get addressed. Many of these solutions may require coding, which is not a problem. If this is not the best place to get coding results, I would also appreciate being pointed in the right direction.
The engine does not work if StereoDisableTnL is set, so hardware texture and lighting is already deeply embedded and cannot be removed. That being said, I was hoping to fix the HUD. With no screen depth, the HUD is never lined up unless I lower the separation back down to 0, which is of course not even stereoscopic.
Secondly, the game uses frustum culling (as do most games), but since the view matrix is being controlled on the GPU after the software render calls to create the page-flipped stereovision signal, the frustum is incorrect in each eye. Models and geometry are occluded while they should be visible. Does anybody know how I can predict the frustum properly to adjust it and fix the occlusion?
I was hoping somebody could offer me some help in fixing a game engine that our company has licensed. We have a very old version of the Source game engine (HL2), and unfortunately, there are small errors in stereoscopic that I was hoping to get addressed. Many of these solutions may require coding, which is not a problem. If this is not the best place to get coding results, I would also appreciate being pointed in the right direction.
The engine does not work if StereoDisableTnL is set, so hardware texture and lighting is already deeply embedded and cannot be removed. That being said, I was hoping to fix the HUD. With no screen depth, the HUD is never lined up unless I lower the separation back down to 0, which is of course not even stereoscopic.
Secondly, the game uses frustum culling (as do most games), but since the view matrix is being controlled on the GPU after the software render calls to create the page-flipped stereovision signal, the frustum is incorrect in each eye. Models and geometry are occluded while they should be visible. Does anybody know how I can predict the frustum properly to adjust it and fix the occlusion?
Welcome Grenwood, I would check in at [url="http://mtbs3d.com/"]MTBS [/url] , I think Neil might be able to get you in the right direction. [url="http://mtbs3d.com/phpBB/viewforum.php?f=8&sid=b289e4b33a73e2b77622119910dce117"] Here [/url] is the link for the DX questions in the Stereoscopic 3D development corner. Good luck
Welcome Grenwood, I would check in at MTBS , I think Neil might be able to get you in the right direction. Here is the link for the DX questions in the Stereoscopic 3D development corner. Good luck
The engine does not work if StereoDisableTnL is set, so hardware texture and lighting is already deeply embedded and cannot be removed. That being said, I was hoping to fix the HUD. With no screen depth, the HUD is never lined up unless I lower the separation back down to 0, which is of course not even stereoscopic.
Secondly, the game uses frustum culling (as do most games), but since the view matrix is being controlled on the GPU after the software render calls to create the page-flipped stereovision signal, the frustum is incorrect in each eye. Models and geometry are occluded while they should be visible. Does anybody know how I can predict the frustum properly to adjust it and fix the occlusion?
The engine does not work if StereoDisableTnL is set, so hardware texture and lighting is already deeply embedded and cannot be removed. That being said, I was hoping to fix the HUD. With no screen depth, the HUD is never lined up unless I lower the separation back down to 0, which is of course not even stereoscopic.
Secondly, the game uses frustum culling (as do most games), but since the view matrix is being controlled on the GPU after the software render calls to create the page-flipped stereovision signal, the frustum is incorrect in each eye. Models and geometry are occluded while they should be visible. Does anybody know how I can predict the frustum properly to adjust it and fix the occlusion?
Regards,
Chopper
P.S. Download the S-3D Programming Guide - free to download.
Regards,
Chopper
P.S. Download the S-3D Programming Guide - free to download.