Several questions here:
1. Run the 3D game on my secondary monitor, but keep my primary monitor for the ordinary Windows use. It seems there's no way to specify the monitor for 3D Vision Photo Viewer.
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "[url="http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf"](GDC09) The In and Out[/url]. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
3. I think this is a DirectX problem. The 3D vision requires to work on fullscreen mode. How to set the directX renders to the 2nd monitor in fullscreen mode? So far, my program only works when there's one monitor connected. When two monitors connected, everything screws up:( Do I need to program with "multihead"?
Apparently, all these tasks are doable just as shown in the nVIDIA 3D vision video player. I appreciate if anyone provides some example code for me to look up. There's really limited documentation about this:(
1. Run the 3D game on my secondary monitor, but keep my primary monitor for the ordinary Windows use. It seems there's no way to specify the monitor for 3D Vision Photo Viewer.
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "(GDC09) The In and Out. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
3. I think this is a DirectX problem. The 3D vision requires to work on fullscreen mode. How to set the directX renders to the 2nd monitor in fullscreen mode? So far, my program only works when there's one monitor connected. When two monitors connected, everything screws up:( Do I need to program with "multihead"?
Apparently, all these tasks are doable just as shown in the nVIDIA 3D vision video player. I appreciate if anyone provides some example code for me to look up. There's really limited documentation about this:(
[quote name='MYC' date='05 December 2010 - 07:31 AM' timestamp='1291534274' post='1156011']
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "[url="http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf"](GDC09) The In and Out[/url]. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
[/quote]
I found some example code online, and manage to make my "3D stereo image viewer" work.
[url="http://www.mtbs3d.com/phpbb/viewtopic.php?f=97&t=4026"]example1[/url]
[url="http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=5072"]example2[/url]
Here's another HW specific question. How does the graphic card know to correctly interpret the last "StretchRect" to the backbuffer? For example, the stereo images are 800 x 600, and the packed frame would be 1600 x 601. We then stretch the packed frame into the backbuffer (the screen resolution is set to 1920x1080). I suspect the graphic card will look for the "stereo signature" before performing the StretchRect. Otherwise, it makes no sense to put in the stereo signature and then stretch it.
Also, is the HDMI output format from the card side-by-side half or side-by-side full?
[quote name='MYC' date='05 December 2010 - 07:31 AM' timestamp='1291534274' post='1156011']
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "(GDC09) The In and Out. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
I found some example code online, and manage to make my "3D stereo image viewer" work.
Here's another HW specific question. How does the graphic card know to correctly interpret the last "StretchRect" to the backbuffer? For example, the stereo images are 800 x 600, and the packed frame would be 1600 x 601. We then stretch the packed frame into the backbuffer (the screen resolution is set to 1920x1080). I suspect the graphic card will look for the "stereo signature" before performing the StretchRect. Otherwise, it makes no sense to put in the stereo signature and then stretch it.
Also, is the HDMI output format from the card side-by-side half or side-by-side full?
1. Run the 3D game on my secondary monitor, but keep my primary monitor for the ordinary Windows use. It seems there's no way to specify the monitor for 3D Vision Photo Viewer.
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "[url="http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf"](GDC09) The In and Out[/url]. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
3. I think this is a DirectX problem. The 3D vision requires to work on fullscreen mode. How to set the directX renders to the 2nd monitor in fullscreen mode? So far, my program only works when there's one monitor connected. When two monitors connected, everything screws up:( Do I need to program with "multihead"?
Apparently, all these tasks are doable just as shown in the nVIDIA 3D vision video player. I appreciate if anyone provides some example code for me to look up. There's really limited documentation about this:(
1. Run the 3D game on my secondary monitor, but keep my primary monitor for the ordinary Windows use. It seems there's no way to specify the monitor for 3D Vision Photo Viewer.
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "(GDC09) The In and Out. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
3. I think this is a DirectX problem. The 3D vision requires to work on fullscreen mode. How to set the directX renders to the 2nd monitor in fullscreen mode? So far, my program only works when there's one monitor connected. When two monitors connected, everything screws up:( Do I need to program with "multihead"?
Apparently, all these tasks are doable just as shown in the nVIDIA 3D vision video player. I appreciate if anyone provides some example code for me to look up. There's really limited documentation about this:(
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "[url="http://developer.download.nvidia.com/presentations/2009/GDC/GDC09-3DVision-The_In_and_Out.pdf"](GDC09) The In and Out[/url]. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
[/quote]
I found some example code online, and manage to make my "3D stereo image viewer" work.
[url="http://www.mtbs3d.com/phpbb/viewtopic.php?f=97&t=4026"]example1[/url]
[url="http://www.mtbs3d.com/phpBB/viewtopic.php?f=105&t=5072"]example2[/url]
Here's another HW specific question. How does the graphic card know to correctly interpret the last "StretchRect" to the backbuffer? For example, the stereo images are 800 x 600, and the packed frame would be 1600 x 601. We then stretch the packed frame into the backbuffer (the screen resolution is set to 1920x1080). I suspect the graphic card will look for the "stereo signature" before performing the StretchRect. Otherwise, it makes no sense to put in the stereo signature and then stretch it.
Also, is the HDMI output format from the card side-by-side half or side-by-side full?
Thanks,
Mingyu
2. Actually, I would like to use DirectX to write my own 3D player. I learn the concept from "(GDC09) The In and Out. I would like to write the left and right stereo image pairs directly to the backbuffer as shown in the slides. Here's the tricky part I can't understand. Say the size of the image is 800x600, so the backbuffer for frame packing would be 1600x601. How does the monitor know to handle this (let's say it's resolution is 1920x1080)?
I found some example code online, and manage to make my "3D stereo image viewer" work.
example1
example2
Here's another HW specific question. How does the graphic card know to correctly interpret the last "StretchRect" to the backbuffer? For example, the stereo images are 800 x 600, and the packed frame would be 1600 x 601. We then stretch the packed frame into the backbuffer (the screen resolution is set to 1920x1080). I suspect the graphic card will look for the "stereo signature" before performing the StretchRect. Otherwise, it makes no sense to put in the stereo signature and then stretch it.
Also, is the HDMI output format from the card side-by-side half or side-by-side full?
Thanks,
Mingyu