I have a problem when I run an OpenGL application with 3D STEREO enabled.
My graphic card is Quadro FX 3400
ForceWare version is 78.01 and I added the 3D stereoscopic support 78-1.01.
When I run the demo applications, they look fine... I use shutter glasses from stereographics
But when I run my OpenGL application in full screen using glutFullScreen it works fine until I enable the stereo mode. When the stereo mode is enabled, I can see in 3D, but the camera moves to another place in my scene and I don't know why... I would like to fix this problem without changing the camera's position.
I have a problem when I run an OpenGL application with 3D STEREO enabled.
My graphic card is Quadro FX 3400
ForceWare version is 78.01 and I added the 3D stereoscopic support 78-1.01.
When I run the demo applications, they look fine... I use shutter glasses from stereographics
But when I run my OpenGL application in full screen using glutFullScreen it works fine until I enable the stereo mode. When the stereo mode is enabled, I can see in 3D, but the camera moves to another place in my scene and I don't know why... I would like to fix this problem without changing the camera's position.
As far as I know, windowd stereo is possible with the quadro cards. How to accomplish this, I do not know, but I can point you to www.stereo3d.com and www.stereovision.net, where people post daily.
Your camera angle changing is a little weird, the only explanation that comes ot mind is that the stereo activation keys also change the camera angle within your application.
You could try changing the stereo enable key to something other than default.
As far as I know, windowd stereo is possible with the quadro cards. How to accomplish this, I do not know, but I can point you to www.stereo3d.com and www.stereovision.net, where people post daily.
Your camera angle changing is a little weird, the only explanation that comes ot mind is that the stereo activation keys also change the camera angle within your application.
You could try changing the stereo enable key to something other than default.
-- 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.
thanks for the information. I will check the others websites...
If I get some relevant stuff I will post them here...
Anyway if another person see this post and knows something about my problem, just let me know.
mh, all that you've done works fine for me, also with Stereo enabled, except using of glutfullScreen so thats maybe the point you have to look for.
Don't know which environment youre using but its possible to attach the ogl rendering context to a HWND manually and running the window in fullscreen ( i wrote a MFC wrapper-class some time ago, pm me if needed ).
You will also find usefull stuff at [url="http://nehe.gamedev.net/"]NeHe - Productions[/url] including the way i've described.
mh, all that you've done works fine for me, also with Stereo enabled, except using of glutfullScreen so thats maybe the point you have to look for.
Don't know which environment youre using but its possible to attach the ogl rendering context to a HWND manually and running the window in fullscreen ( i wrote a MFC wrapper-class some time ago, pm me if needed ).
You will also find usefull stuff at NeHe - Productions including the way i've described.
I think too that the problem comes from the glutfullscreen... I'm implementing a WGL version to verify this possiblity...
(I use Windows XP professional with visual C++ 6)
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
[right][post="69938"]<{POST_SNAPBACK}>[/post][/right][/quote]
Maybe i think that you can fix the problem on 78.01, but you have to rebuild your model using z axes as vertical axes and not y. This is my idea at the moment. Could you send me 61.82 stereo driver? i haven't it.
bye bye
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
[post="69938"]<{POST_SNAPBACK}>[/post]
Maybe i think that you can fix the problem on 78.01, but you have to rebuild your model using z axes as vertical axes and not y. This is my idea at the moment. Could you send me 61.82 stereo driver? i haven't it.
Hi,
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
[right][post="69938"]<{POST_SNAPBACK}>[/post][/right][/quote]
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Hi,
I wonder to know how two enable stereo.
I donot know whether my display card supports stereo?
Do you know? please help me.
My display configulation as follow:
NVIDIA GeForce6200,
driver: nVIDIA_71843dstereo.exe and nvidia_7184betain.exe
operating system: windows 2003 server
[quote name='oasiszjj' date='Mar 28 2006, 04:08 PM']Hi,
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
My graphic card is Quadro FX 3400
ForceWare version is 78.01 and I added the 3D stereoscopic support 78-1.01.
When I run the demo applications, they look fine... I use shutter glasses from stereographics
But when I run my OpenGL application in full screen using glutFullScreen it works fine until I enable the stereo mode. When the stereo mode is enabled, I can see in 3D, but the camera moves to another place in my scene and I don't know why... I would like to fix this problem without changing the camera's position.
for the camera's position, I use:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.,float(width)/float(height), 1., 100.);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(5.,0.,15.,0.,0.,0.,0.,1.,0.);
Anybody knows something about this problem?
Thank you for your help
I am looking forward to hear from you...
A.
My graphic card is Quadro FX 3400
ForceWare version is 78.01 and I added the 3D stereoscopic support 78-1.01.
When I run the demo applications, they look fine... I use shutter glasses from stereographics
But when I run my OpenGL application in full screen using glutFullScreen it works fine until I enable the stereo mode. When the stereo mode is enabled, I can see in 3D, but the camera moves to another place in my scene and I don't know why... I would like to fix this problem without changing the camera's position.
for the camera's position, I use:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.,float(width)/float(height), 1., 100.);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(5.,0.,15.,0.,0.,0.,0.,1.,0.);
Anybody knows something about this problem?
Thank you for your help
I am looking forward to hear from you...
A.
Thank a lot
A.
Thank a lot
A.
As far as I know, windowd stereo is possible with the quadro cards. How to accomplish this, I do not know, but I can point you to www.stereo3d.com and www.stereovision.net, where people post daily.
Your camera angle changing is a little weird, the only explanation that comes ot mind is that the stereo activation keys also change the camera angle within your application.
You could try changing the stereo enable key to something other than default.
-- Shahzad
As far as I know, windowd stereo is possible with the quadro cards. How to accomplish this, I do not know, but I can point you to www.stereo3d.com and www.stereovision.net, where people post daily.
Your camera angle changing is a little weird, the only explanation that comes ot mind is that the stereo activation keys also change the camera angle within your application.
You could try changing the stereo enable key to something other than default.
-- 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.
thanks for the information. I will check the others websites...
If I get some relevant stuff I will post them here...
Anyway if another person see this post and knows something about my problem, just let me know.
A.
thanks for the information. I will check the others websites...
If I get some relevant stuff I will post them here...
Anyway if another person see this post and knows something about my problem, just let me know.
A.
Don't know which environment youre using but its possible to attach the ogl rendering context to a HWND manually and running the window in fullscreen ( i wrote a MFC wrapper-class some time ago, pm me if needed ).
You will also find usefull stuff at [url="http://nehe.gamedev.net/"]NeHe - Productions[/url] including the way i've described.
Good luck, sorry my bad english ;)
connan
Don't know which environment youre using but its possible to attach the ogl rendering context to a HWND manually and running the window in fullscreen ( i wrote a MFC wrapper-class some time ago, pm me if needed ).
You will also find usefull stuff at NeHe - Productions including the way i've described.
Good luck, sorry my bad english ;)
connan
I think too that the problem comes from the glutfullscreen... I'm implementing a WGL version to verify this possiblity...
(I use Windows XP professional with visual C++ 6)
Thanks for your help
A.
I think too that the problem comes from the glutfullscreen... I'm implementing a WGL version to verify this possiblity...
(I use Windows XP professional with visual C++ 6)
Thanks for your help
A.
I figured out my problems!!!
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
I figured out my problems!!!
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
I figured out my problems!!!
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
[right][post="69938"]<{POST_SNAPBACK}>[/post][/right][/quote]
Maybe i think that you can fix the problem on 78.01, but you have to rebuild your model using z axes as vertical axes and not y. This is my idea at the moment. Could you send me 61.82 stereo driver? i haven't it.
bye bye
I figured out my problems!!!
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
Maybe i think that you can fix the problem on 78.01, but you have to rebuild your model using z axes as vertical axes and not y. This is my idea at the moment. Could you send me 61.82 stereo driver? i haven't it.
bye bye
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
Thanks a lot.
Best.
Jiejie
[quote name='widmont' date='Feb 8 2006, 12:35 PM']Hello,
I figured out my problems!!!
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
[right][post="69938"]<{POST_SNAPBACK}>[/post][/right][/quote]
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
Thanks a lot.
Best.
Jiejie
[quote name='widmont' date='Feb 8 2006, 12:35 PM']Hello,
I figured out my problems!!!
First I do not use the stereo driver from nVidia anymore because it works fine only games... Now I'm using the driver version 61.82 (I know it is an old driver) because I can set the stereo display mode to "use on-board DIN connector". On lastest driver this option is not accessible !!!!
Second I continue to use GLUT and it works fine, I added to my code a function that compute two point of view to simulate eyes. (example found on www.stereographics.com)
Those problems let me think that stereo drivers are not so good to be used for a software non commercial and that it is very strange that some modes are not supported by new drivers...
Thanks for your help, I appreciated
A.
I wonder to know how two enable stereo.
I donot know whether my display card supports stereo?
Do you know? please help me.
My display configulation as follow:
NVIDIA GeForce6200,
driver: nVIDIA_71843dstereo.exe and nvidia_7184betain.exe
operating system: windows 2003 server
[quote name='oasiszjj' date='Mar 28 2006, 04:08 PM']Hi,
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
Thanks a lot.
Best.
Jiejie
[right][post="80214"]<{POST_SNAPBACK}>[/post][/right][/quote]
I wonder to know how two enable stereo.
I donot know whether my display card supports stereo?
Do you know? please help me.
My display configulation as follow:
NVIDIA GeForce6200,
driver: nVIDIA_71843dstereo.exe and nvidia_7184betain.exe
operating system: windows 2003 server
[quote name='oasiszjj' date='Mar 28 2006, 04:08 PM']Hi,
I meet the same problem on my Quadra FX3400 card. Would you please kindly send me your code to zhujiejie@cad.zju.edu.cn?
I am really at a loss to test all the stereo examples from the net. Paul's example said the pixel format is not correct. Bob's example always fails for not support opengl stere mode. However, the card supports stere no doubt.
Thanks a lot.
Best.
Jiejie