[Test Request] Stereo 3D OpenGL application
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[quote="Pirateguybrush"]Maybe you missed me. My framerate increased when I turned on 3d vision.[/quote] No no I haven't! THAT is exactly what I see also!! Did you use the keyboard key? of did you set the application in window mode? Using the keyboard key - will only render one eye (thus the performance should technically go up by 50% since I am rendering the scene one time in one buffer) but the glasses and emitter and drivers are still ON. Setting the app in window mode also disables the driver.
Pirateguybrush said:Maybe you missed me. My framerate increased when I turned on 3d vision.


No no I haven't! THAT is exactly what I see also!! Did you use the keyboard key? of did you set the application in window mode?

Using the keyboard key - will only render one eye (thus the performance should technically go up by 50% since I am rendering the scene one time in one buffer) but the glasses and emitter and drivers are still ON.
Setting the app in window mode also disables the driver.

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)

#16
Posted 08/13/2013 04:42 PM   
PC is in my signature. single GTX 580. NVidia drivers 314.22 15-25% gpu usage in 3D at 1920x1080 a little more gpu usage in 2D. constant 60fps (in afterburner) in both 2D and 3D. vram usage = 450 MB default depth/convergence looks flat, almost same as 2D. 100 convergence and 50 depth looks very 3D to me. It's nice to see openGL stereo 3D working with my Geforce card. Is it possible to make existing openGL games run in stereo 3D too?
PC is in my signature. single GTX 580. NVidia drivers 314.22

15-25% gpu usage in 3D at 1920x1080
a little more gpu usage in 2D.
constant 60fps (in afterburner) in both 2D and 3D.
vram usage = 450 MB
default depth/convergence looks flat, almost same as 2D.

100 convergence and 50 depth looks very 3D to me.

It's nice to see openGL stereo 3D working with my Geforce card.
Is it possible to make existing openGL games run in stereo 3D too?

Thief 1/2/gold in 3D
https://forums.geforce.com/default/topic/523535/3d-vision/thief-1-2-and-system-shock-2-perfect-3d-with-unofficial-patch-1-19
http://photos.3dvisionlive.com/Partol/album/509eb580a3e067153c000020/

[Acer GD245HQ - 1920x1080 120Hz] [Nvidia 3D Vision]
[MSI H81M-P33 with Pentium G3258 @ 4.4GHz and Zalman CNPS5X}[Transcend 2x2GB DDR3]
[Asus GTX 750 Ti @ 1350MHz] [Intel SSD 330 - 240GB]
[Creative Titanium HD + Beyerdynamic DT 880 (250ohm) headphones] [Windows 7 64bit]

#17
Posted 08/13/2013 06:46 PM   
helifax, Wow! I don't know if you did this on purpose, but are you aware that the app runs at 120fps using the method my thread is about? [url]https://forums.geforce.com/default/topic/572033/3d-vision/please-help-me-fix-the-60fps-120hz-issue-once-and-for-all-/[/url] You did say you would make a test for me, i didin't expect anything that quick! I must say that the difference between 60fps and 120fps is night and day. Mouse input is a little eratis with both 60 and 120 though... I don't think it's related. I hope people will now understand... BTW, for this to work, triple buffering under NVinspector must be enabled. This should allow 120fps to show using fraps or any other programs (I know you said FRAPS doesn't work, but its OK for me). If triple buffering is disabled, fps are capped at 80fps. Not 60... hmm... to get 60, I have to cap it to that using NVinspector. Perhaps its due to SLI. The second card doesn't show any GPU usage. Forcing AFR and SLI to on after making a profile makes the app show corrupted frames which are not in sync. Amazing job, and Thank you! -- Shahzad
helifax, Wow!

I don't know if you did this on purpose, but are you aware that the app runs at 120fps using the method my thread is about?

https://forums.geforce.com/default/topic/572033/3d-vision/please-help-me-fix-the-60fps-120hz-issue-once-and-for-all-/

You did say you would make a test for me, i didin't expect anything that quick!

I must say that the difference between 60fps and 120fps is night and day. Mouse input is a little eratis with both 60 and 120 though... I don't think it's related. I hope people will now understand...

BTW, for this to work, triple buffering under NVinspector must be enabled. This should allow 120fps to show using fraps or any other programs (I know you said FRAPS doesn't work, but its OK for me).

If triple buffering is disabled, fps are capped at 80fps. Not 60... hmm... to get 60, I have to cap it to that using NVinspector.

Perhaps its due to SLI. The second card doesn't show any GPU usage. Forcing AFR and SLI to on after making a profile makes the app show corrupted frames which are not in sync.

Amazing job, and Thank you!

-- Shahzad

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#18
Posted 08/13/2013 07:06 PM   
I was using the keyboard shortcut to disable 3d.
I was using the keyboard shortcut to disable 3d.

#19
Posted 08/13/2013 07:08 PM   
[quote="Pirateguybrush"]I was using the keyboard shortcut to disable 3d.[/quote] Thanks for the feedback;) I also see the same thing.. it appears the driver is acting a bit interesting;)) like I suspected ;))
Pirateguybrush said:I was using the keyboard shortcut to disable 3d.


Thanks for the feedback;) I also see the same thing.. it appears the driver is acting a bit interesting;)) like I suspected ;))

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)

#20
Posted 08/13/2013 07:29 PM   
[quote="RAGEdemon"]helifax, Wow! I don't know if you did this on purpose, but are you aware that the app runs at 120fps using the method my thread is about? [url]https://forums.geforce.com/default/topic/572033/3d-vision/please-help-me-fix-the-60fps-120hz-issue-once-and-for-all-/[/url] You did say you would make a test for me, i didin't expect anything that quick! I must say that the difference between 60fps and 120fps is night and day. Mouse input is a little eratis with both 60 and 120 though... I don't think it's related. I hope people will now understand... BTW, for this to work, triple buffering under NVinspector must be enabled. This should allow 120fps to show using fraps or any other programs (i know you said FRAPS doesn't work, but its OK for me. Amazing job, and Thank you! -- Shahzad [/quote] Yes the mouse acting weird is because of the app. Using QT (in my current implementation) for some reason introduces a lag and also I noticed that it doesn't accept multiple key presses... Normally I would use another lib ()but I am forced to use this one which is based around QT for a UI feel and look. Since the keys are as basics as they can get and also the camera movement ( no orbit camera etc) this is why it behaves like this. It is interesting that you managed to obtain 120fps;)) using triple buffering. I haven't tried that yet. The app is using the native quad-buffer stereo atm and I am rendering left eye, right eye, left eye, right eye etc (from different perspectives) I haven't tried yet to render both eyes L&R from the same perspective using the offset for the eye (+-eyeseperation/2) like you wanted. I am currently still working on the thesis and didn't had time for that... But is still interesting to see that you can reach 120fps. I plan to alter the app to make that rendering scenario somewhere in the weekend, I think. Then we can compare both results properly;))
RAGEdemon said:helifax, Wow!

I don't know if you did this on purpose, but are you aware that the app runs at 120fps using the method my thread is about?

https://forums.geforce.com/default/topic/572033/3d-vision/please-help-me-fix-the-60fps-120hz-issue-once-and-for-all-/

You did say you would make a test for me, i didin't expect anything that quick!

I must say that the difference between 60fps and 120fps is night and day. Mouse input is a little eratis with both 60 and 120 though... I don't think it's related. I hope people will now understand...

BTW, for this to work, triple buffering under NVinspector must be enabled. This should allow 120fps to show using fraps or any other programs (i know you said FRAPS doesn't work, but its OK for me.

Amazing job, and Thank you!

-- Shahzad



Yes the mouse acting weird is because of the app. Using QT (in my current implementation) for some reason introduces a lag and also I noticed that it doesn't accept multiple key presses... Normally I would use another lib ()but I am forced to use this one which is based around QT for a UI feel and look. Since the keys are as basics as they can get and also the camera movement ( no orbit camera etc) this is why it behaves like this.

It is interesting that you managed to obtain 120fps;)) using triple buffering. I haven't tried that yet. The app is using the native quad-buffer stereo atm and I am rendering left eye, right eye, left eye, right eye etc (from different perspectives) I haven't tried yet to render both eyes L&R from the same perspective using the offset for the eye (+-eyeseperation/2) like you wanted. I am currently still working on the thesis and didn't had time for that... But is still interesting to see that you can reach 120fps.
I plan to alter the app to make that rendering scenario somewhere in the weekend, I think. Then we can compare both results properly;))

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)

#21
Posted 08/13/2013 07:38 PM   
Is he really reaching 120fps though? Or are half the frames being discarded?
Is he really reaching 120fps though? Or are half the frames being discarded?

#22
Posted 08/13/2013 07:43 PM   
[quote="Partol"]PC is in my signature. single GTX 580. NVidia drivers 314.22 15-25% gpu usage in 3D at 1920x1080 a little more gpu usage in 2D. constant 60fps (in afterburner) in both 2D and 3D. vram usage = 450 MB default depth/convergence looks flat, almost same as 2D. 100 convergence and 50 depth looks very 3D to me. It's nice to see openGL stereo 3D working with my Geforce card. Is it possible to make existing openGL games run in stereo 3D too?[/quote] Big thanks for taking the time to test it for me!!!! Yes technically it is possible to make existing openGL games to run in stereo 3D, but it requires a wrapper program (equivalent to HelixMod) but for OpenGL to simulate the native quad-buffering that is used in a native stereo rendering. Basically, the wrapper should do what nvidia stereo automatic does for DirectX titles. Is not that hard...all I have now to figure out is how to hook the app and shaders in order to modify them. Awesome idea...just put it on my wall of things to do in this life;))
Partol said:PC is in my signature. single GTX 580. NVidia drivers 314.22

15-25% gpu usage in 3D at 1920x1080
a little more gpu usage in 2D.
constant 60fps (in afterburner) in both 2D and 3D.
vram usage = 450 MB
default depth/convergence looks flat, almost same as 2D.

100 convergence and 50 depth looks very 3D to me.

It's nice to see openGL stereo 3D working with my Geforce card.
Is it possible to make existing openGL games run in stereo 3D too?


Big thanks for taking the time to test it for me!!!!
Yes technically it is possible to make existing openGL games to run in stereo 3D, but it requires a wrapper program (equivalent to HelixMod) but for OpenGL to simulate the native quad-buffering that is used in a native stereo rendering. Basically, the wrapper should do what nvidia stereo automatic does for DirectX titles. Is not that hard...all I have now to figure out is how to hook the app and shaders in order to modify them. Awesome idea...just put it on my wall of things to do in this life;))

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)

#23
Posted 08/13/2013 07:43 PM   
[quote="helifax"] I am rendering left eye, right eye, left eye, right eye etc (from different perspectives) I haven't tried yet to render both eyes L&R from the same perspective using the offset for the eye (+-eyeseperation/2) like you wanted. [/quote] I am unclear but I don't think I wanted that... I think there may be a misunderstanding. But I digress, we can talk about this later :) This thread about your app, and a fantastic proof of OpenGL 3D Vision concept it is! :) -- Shahzad.
helifax said: I am rendering left eye, right eye, left eye, right eye etc (from different perspectives) I haven't tried yet to render both eyes L&R from the same perspective using the offset for the eye (+-eyeseperation/2) like you wanted.


I am unclear but I don't think I wanted that... I think there may be a misunderstanding. But I digress, we can talk about this later :)

This thread about your app, and a fantastic proof of OpenGL 3D Vision concept it is! :)

-- Shahzad.

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#24
Posted 08/13/2013 07:45 PM   
[quote="RAGEdemon"][quote="helifax"] I am rendering left eye, right eye, left eye, right eye etc (from different perspectives) I haven't tried yet to render both eyes L&R from the same perspective using the offset for the eye (+-eyeseperation/2) like you wanted. [/quote] I am unclear but I don't think I wanted that... I think there may be a misunderstanding. But I digress, we can talk about this later :) This thread about your app, and a fantastic proof of OpenGL 3D Vision concept it is! :) -- Shahzad.[/quote] Ah, most likely I misunderstood something there;)) Sure, as soon as I am done with the project we will talk about it and ...make it happen:))
RAGEdemon said:
helifax said: I am rendering left eye, right eye, left eye, right eye etc (from different perspectives) I haven't tried yet to render both eyes L&R from the same perspective using the offset for the eye (+-eyeseperation/2) like you wanted.


I am unclear but I don't think I wanted that... I think there may be a misunderstanding. But I digress, we can talk about this later :)

This thread about your app, and a fantastic proof of OpenGL 3D Vision concept it is! :)

-- Shahzad.


Ah, most likely I misunderstood something there;)) Sure, as soon as I am done with the project we will talk about it and ...make it happen:))

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)

#25
Posted 08/13/2013 07:48 PM   
51% usage in 3D @ 120fps (triple Buffering) 60% usage in 2D @ 120fps (triple buffering) 35% usage in 3D @ 80fps (no triple buffering) 60% usage in 2D @ 120fps (no triple buffering) Unsync'd: 94% usage in 3D @ 256fps 88% usage in 2D @ 208fps Can't get 60fps unless I cap using nv inspector. SLi not supported. Forcing SLi / AFR = corrupted shutter sync. I'm using a depth hack so can't say if the con/sep settings are good at default, although they were good with the hack enabled. IIRC, the settings are different for each monitor, so any feedback on this might be redundant.
51% usage in 3D @ 120fps (triple Buffering)
60% usage in 2D @ 120fps (triple buffering)

35% usage in 3D @ 80fps (no triple buffering)
60% usage in 2D @ 120fps (no triple buffering)

Unsync'd:
94% usage in 3D @ 256fps
88% usage in 2D @ 208fps

Can't get 60fps unless I cap using nv inspector.

SLi not supported. Forcing SLi / AFR = corrupted shutter sync.


I'm using a depth hack so can't say if the con/sep settings are good at default, although they were good with the hack enabled. IIRC, the settings are different for each monitor, so any feedback on this might be redundant.

Windows 10 64-bit, Intel 7700K @ 5.1GHz, 16GB 3600MHz CL15 DDR4 RAM, 2x GTX 1080 SLI, Asus Maximus IX Hero, Sound Blaster ZxR, PCIe Quad SSD, Oculus Rift CV1, DLP Link PGD-150 glasses, ViewSonic PJD6531w 3D DLP Projector @ 1280x800 120Hz native / 2560x1600 120Hz DSR 3D Gaming.

#26
Posted 08/13/2013 09:02 PM   
Hi The convergence seems strange. It looks like it is pivoting. I am fairly sure I remember seeing a diagram where the camera convergence moves on an arc like a very flat U.
Hi

The convergence seems strange. It looks like it is pivoting. I am fairly sure I remember seeing a diagram where the camera convergence moves on an arc like a very flat U.

Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM

Handy Driver Discussion
Helix Mod - community fixes
Bo3b's Shaderhacker School - How to fix 3D in games
3dsolutionsgaming.com - videos, reviews and 3D fixes

#27
Posted 08/13/2013 09:06 PM   
[quote="andysonofbob"]Hi The convergence seems strange. It looks like it is pivoting. I am fairly sure I remember seeing a diagram where the camera convergence moves on an arc like a very flat U.[/quote] Hmm now that you mention it I do see it a bit shifting. I did a quick test in a DX app using 3D vision automatic and I see the same thing... interesting.
andysonofbob said:Hi

The convergence seems strange. It looks like it is pivoting. I am fairly sure I remember seeing a diagram where the camera convergence moves on an arc like a very flat U.


Hmm now that you mention it I do see it a bit shifting. I did a quick test in a DX app using 3D vision automatic and I see the same thing... interesting.

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)

#28
Posted 08/13/2013 10:53 PM   
I just tried the app on my new ASUS PG287Q monitor with GTX 750Ti video card. Looks great! Afterburner was displaying 50% power.
I just tried the app on my new ASUS PG287Q monitor with GTX 750Ti video card. Looks great! Afterburner was displaying 50% power.

#29
Posted 02/05/2015 06:42 PM   
Before update video driver to latest version, program can run, just no 3D effect :( After update video driver to latest version, get below link error. BTW, what is the meaning of "NOT Stereo VALUE!!!!!"? E:\temp\Helifax opengl test program BUILD>CDLODTerrain.exe Status: Using GLEW 1.7.0 NOT Stereo VALUE!!!!! created 1 unique billboards Compiling Shader nglTextVertex Compiling Shader nglTextFragment Linking nglTextShader linking Shader nglTextShader Compiling Shader nglColourVertex Compiling Shader nglColourFragment Linking nglColourShader linking Shader nglColourShader Compiling Shader nglDiffuseVertex Compiling Shader nglDiffuseFragment Linking nglDiffuseShader linking Shader nglDiffuseShader Compiling Shader nglToonVertex Compiling Shader nglToonFragment Linking nglToonShader linking Shader nglToonShader > Calculating Terrain Surface... > Calculating Bounding Boxes... > 21845 Bounding Boxes in total creating empty ShaderProgram CLOD just attached CLODVertex 14 just attached CLODFragment 15 Compiling Shader CLODVertex Compiling Shader CLODFragment CLODVertex attached to program CLOD CLODFragment attached to program CLOD Linking CLOD linking Shader CLOD creating empty ShaderProgram BBOX just attached BBOXVertex 17 just attached BBOXFragment 18 Compiling Shader BBOXVertex Compiling Shader BBOXFragment BBOXVertex attached to program BBOX BBOXFragment attached to program BBOX Linking BBOX linking Shader BBOX > Loading meshes... > Loading textures... creating empty ShaderProgram Tree just attached treeVertex 20 just attached treeFragment 21 Compiling Shader treeVertex Compiling Shader treeFragment treeVertex attached to program Tree treeFragment attached to program Tree Linking Tree linking Shader Tree creating empty ShaderProgram Cull just attached CullVertex 23 just attached CullGeometry 24 Compiling Shader CullVertex Compiling Shader CullGeometry CullVertex attached to program Cull CullGeometry attached to program Cull Linking Cull linking Shader Cull Vertex info ----------- 0(40) : error C7563: assignment to uniform _main_outOfBound_0 0(41) : error C7563: assignment to uniform _main_outOfBound_0 0(42) : error C7563: assignment to uniform _main_outOfBound_0 0(43) : error C7563: assignment to uniform _main_outOfBound_0 0(44) : error C7563: assignment to uniform _main_outOfBound_0 0(45) : error C7563: assignment to uniform _main_outOfBound_0 0(40) : error C7563: assignment to uniform _main_outOfBound_0 0(41) : error C7563: assignment to uniform _main_outOfBound_0 0(42) : error C7563: assignment to uniform _main_outOfBound_0 0(43) : error C7563: assignment to uniform _main_outOfBound_0 0(44) : error C7563: assignment to uniform _main_outOfBound_0 0(45) : error C7563: assignment to uniform _main_outOfBound_0 Program link failed exiting > Freeing graphics resources... E:\temp\Helifax opengl test program BUILD>
Before update video driver to latest version, program can run, just no 3D effect :(
After update video driver to latest version, get below link error. BTW, what is the meaning of "NOT Stereo VALUE!!!!!"?

E:\temp\Helifax opengl test program BUILD>CDLODTerrain.exe
Status: Using GLEW 1.7.0
NOT Stereo VALUE!!!!!
created 1 unique billboards
Compiling Shader nglTextVertex
Compiling Shader nglTextFragment
Linking nglTextShader
linking Shader nglTextShader
Compiling Shader nglColourVertex
Compiling Shader nglColourFragment
Linking nglColourShader
linking Shader nglColourShader
Compiling Shader nglDiffuseVertex
Compiling Shader nglDiffuseFragment
Linking nglDiffuseShader
linking Shader nglDiffuseShader
Compiling Shader nglToonVertex
Compiling Shader nglToonFragment
Linking nglToonShader
linking Shader nglToonShader
> Calculating Terrain Surface...
> Calculating Bounding Boxes...
> 21845 Bounding Boxes in total
creating empty ShaderProgram CLOD
just attached CLODVertex 14
just attached CLODFragment 15
Compiling Shader CLODVertex
Compiling Shader CLODFragment
CLODVertex attached to program CLOD
CLODFragment attached to program CLOD
Linking CLOD
linking Shader CLOD
creating empty ShaderProgram BBOX
just attached BBOXVertex 17
just attached BBOXFragment 18
Compiling Shader BBOXVertex
Compiling Shader BBOXFragment
BBOXVertex attached to program BBOX
BBOXFragment attached to program BBOX
Linking BBOX
linking Shader BBOX
> Loading meshes...
> Loading textures...
creating empty ShaderProgram Tree
just attached treeVertex 20
just attached treeFragment 21
Compiling Shader treeVertex
Compiling Shader treeFragment
treeVertex attached to program Tree
treeFragment attached to program Tree
Linking Tree
linking Shader Tree
creating empty ShaderProgram Cull
just attached CullVertex 23
just attached CullGeometry 24
Compiling Shader CullVertex
Compiling Shader CullGeometry
CullVertex attached to program Cull
CullGeometry attached to program Cull
Linking Cull
linking Shader Cull
Vertex info
-----------
0(40) : error C7563: assignment to uniform _main_outOfBound_0
0(41) : error C7563: assignment to uniform _main_outOfBound_0
0(42) : error C7563: assignment to uniform _main_outOfBound_0
0(43) : error C7563: assignment to uniform _main_outOfBound_0
0(44) : error C7563: assignment to uniform _main_outOfBound_0
0(45) : error C7563: assignment to uniform _main_outOfBound_0
0(40) : error C7563: assignment to uniform _main_outOfBound_0
0(41) : error C7563: assignment to uniform _main_outOfBound_0
0(42) : error C7563: assignment to uniform _main_outOfBound_0
0(43) : error C7563: assignment to uniform _main_outOfBound_0
0(44) : error C7563: assignment to uniform _main_outOfBound_0
0(45) : error C7563: assignment to uniform _main_outOfBound_0

Program link failed exiting
> Freeing graphics resources...
E:\temp\Helifax opengl test program BUILD>

#30
Posted 01/27/2016 12:17 PM   
  2 / 2    
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