3D Vision with XNA Is it possible? Maybe even automatic?
Hey,
Just wondering if 3D Vision kit is compatible with XNA. From what I have read in the past the 3D vision kit will work with most games that use a DirectX. I assume it somehow hooks into the render cycle and does its thing. XNA renders with D3D, would this mean that a 3D game written with XNA can also be 'automatically' (and I use that term loosely) with the nVidia 3D Vision kit?

Has anyone seen this done before?

We are currently waiting on our new screen + glasses before we can start testing things out.

Thanks.
-- Brad
Hey,

Just wondering if 3D Vision kit is compatible with XNA. From what I have read in the past the 3D vision kit will work with most games that use a DirectX. I assume it somehow hooks into the render cycle and does its thing. XNA renders with D3D, would this mean that a 3D game written with XNA can also be 'automatically' (and I use that term loosely) with the nVidia 3D Vision kit?



Has anyone seen this done before?



We are currently waiting on our new screen + glasses before we can start testing things out.



Thanks.

-- Brad

#1
Posted 07/07/2010 02:17 AM   
[quote name='bigbob85' post='1084023' date='Jul 6 2010, 10:17 PM']Hey,
Just wondering if 3D Vision kit is compatible with XNA. From what I have read in the past the 3D vision kit will work with most games that use a DirectX. I assume it somehow hooks into the render cycle and does its thing. XNA renders with D3D, would this mean that a 3D game written with XNA can also be 'automatically' (and I use that term loosely) with the nVidia 3D Vision kit?

Has anyone seen this done before?

We are currently waiting on our new screen + glasses before we can start testing things out.

Thanks.
-- Brad[/quote]

Yes XNA is compatible with 3D vision kit. I have done that before many times with the small games I made. Good thing is that you don't have to do anything special to make it compatible. But you must run your game in full screen for 3D vision to kick in. Don't forget to put everything at correct depth in your game especially HUD elements.
[quote name='bigbob85' post='1084023' date='Jul 6 2010, 10:17 PM']Hey,

Just wondering if 3D Vision kit is compatible with XNA. From what I have read in the past the 3D vision kit will work with most games that use a DirectX. I assume it somehow hooks into the render cycle and does its thing. XNA renders with D3D, would this mean that a 3D game written with XNA can also be 'automatically' (and I use that term loosely) with the nVidia 3D Vision kit?



Has anyone seen this done before?



We are currently waiting on our new screen + glasses before we can start testing things out.



Thanks.

-- Brad



Yes XNA is compatible with 3D vision kit. I have done that before many times with the small games I made. Good thing is that you don't have to do anything special to make it compatible. But you must run your game in full screen for 3D vision to kick in. Don't forget to put everything at correct depth in your game especially HUD elements.

#2
Posted 07/07/2010 04:04 AM   
Thank imarun :)
Thank imarun :)

#3
Posted 07/08/2010 04:58 AM   
How do I write a game using 3D Vision? Does sombody know where the sample code I can reference is?
How do I write a game using 3D Vision? Does sombody know where the sample code I can reference is?

#4
Posted 07/17/2010 06:52 PM   
XNA is based around d3d9, so just write a application like you normally would, and 3d vision will work it's magic on it, as long as you don't "assume" the screen is always 2d and do weird stuff with shaders based on that assumption...
if you actually want to have your own convergence control, etc, then you have to consult the presentation nvidia did on how to send left/right views directly to 3d vision, which (along with sample code) can be found somewhere on mtbs3d forums, search around.
XNA is based around d3d9, so just write a application like you normally would, and 3d vision will work it's magic on it, as long as you don't "assume" the screen is always 2d and do weird stuff with shaders based on that assumption...

if you actually want to have your own convergence control, etc, then you have to consult the presentation nvidia did on how to send left/right views directly to 3d vision, which (along with sample code) can be found somewhere on mtbs3d forums, search around.

#5
Posted 07/17/2010 08:26 PM   
[quote name='akira32' post='1089530' date='Jul 18 2010, 04:52 AM']How do I write a game using 3D Vision? Does sombody know where the sample code I can reference is?[/quote]

You need to add this in.

[code]DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;
graphics.PreferredBackBufferWidth = displayMode.Width;
graphics.PreferredBackBufferHeight = displayMode.Height;

graphics.ToggleFullScreen();[/code]

This assumes a few things. You have connected and configured 3D Vision Kit, you have your monitor running at the correct resolution, you have a capable 120hz monitor.
You must also press Ctrl+T to enable 3D Vision. This could be fixed by using a pre-compiled NVAPI dll wrapper. Seeing as I got NVAPI working recently, I might just do this.
[quote name='akira32' post='1089530' date='Jul 18 2010, 04:52 AM']How do I write a game using 3D Vision? Does sombody know where the sample code I can reference is?



You need to add this in.



DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;

graphics.PreferredBackBufferWidth = displayMode.Width;

graphics.PreferredBackBufferHeight = displayMode.Height;



graphics.ToggleFullScreen();




This assumes a few things. You have connected and configured 3D Vision Kit, you have your monitor running at the correct resolution, you have a capable 120hz monitor.

You must also press Ctrl+T to enable 3D Vision. This could be fixed by using a pre-compiled NVAPI dll wrapper. Seeing as I got NVAPI working recently, I might just do this.

#6
Posted 08/09/2010 10:49 AM   
[quote name='akira32' post='1089530' date='Jul 18 2010, 04:52 AM']How do I write a game using 3D Vision? Does sombody know where the sample code I can reference is?[/quote]

You need to add this in.

[code]DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;
graphics.PreferredBackBufferWidth = displayMode.Width;
graphics.PreferredBackBufferHeight = displayMode.Height;

graphics.ToggleFullScreen();[/code]

This assumes a few things. You have connected and configured 3D Vision Kit, you have your monitor running at the correct resolution, you have a capable 120hz monitor.
You must also press Ctrl+T to enable 3D Vision. This could be fixed by using a pre-compiled NVAPI dll wrapper. Seeing as I got NVAPI working recently, I might just do this.
[quote name='akira32' post='1089530' date='Jul 18 2010, 04:52 AM']How do I write a game using 3D Vision? Does sombody know where the sample code I can reference is?



You need to add this in.



DisplayMode displayMode = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode;

graphics.PreferredBackBufferWidth = displayMode.Width;

graphics.PreferredBackBufferHeight = displayMode.Height;



graphics.ToggleFullScreen();




This assumes a few things. You have connected and configured 3D Vision Kit, you have your monitor running at the correct resolution, you have a capable 120hz monitor.

You must also press Ctrl+T to enable 3D Vision. This could be fixed by using a pre-compiled NVAPI dll wrapper. Seeing as I got NVAPI working recently, I might just do this.

#7
Posted 08/09/2010 10:49 AM   
yeah ok found it, you're claimin the only controls is that it just makes 2 cameras where the one is normally and otherwise no code changes? yeah ok.

i'll try it now, maybe write about it online or something with code and whatnot /wink.gif' class='bbc_emoticon' alt=';)' /> maybe c++ maybe xna but i think it's claiming direct x sdk in full screen toggles it, also i noted a 3d in window option in nvidia control panel maybe that affects it too

also if i make the game 'pure 3d' i bet it looks good in normal mode too
yeah ok found it, you're claimin the only controls is that it just makes 2 cameras where the one is normally and otherwise no code changes? yeah ok.



i'll try it now, maybe write about it online or something with code and whatnot /wink.gif' class='bbc_emoticon' alt=';)' /> maybe c++ maybe xna but i think it's claiming direct x sdk in full screen toggles it, also i noted a 3d in window option in nvidia control panel maybe that affects it too



also if i make the game 'pure 3d' i bet it looks good in normal mode too

#8
Posted 07/04/2011 06:42 PM   
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