[DIY] homemade NVIDIA 3dVision interface code

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Fredz
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by Fredz »

Did you follow this message about the DDK version to download and the settings to modify in VS :
http://www.mtbs3d.com/phpBB/viewtopic.p ... 102#p44102" onclick="window.open(this.href);return false; ?
korneoliskohan
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by korneoliskohan »

Drowhunters message? Yup, but I got the latest DDK. I sorted the ddk error in the end, but ran in to things that were answered on the net as 'incompatiblities in win7' or so. Now a few hours later I realize that I should've posted those errors too, since I've already forgotten what it was. >.<
korneoliskohan
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by korneoliskohan »

Yay, I spent this morning hacking away on this (even though when I got the infernal windows OS, I swore I'd only use it for gaming...) and I managed to compile the activator on win7. For what its worth, most of the problem was in unicode settings (I was knee deep converting it, until I read that I can turn it off in VS...) and some library malarkey.

It however flickers quite a bit, its not exactly gaming grade right now. Well, neither seem the iz3d beta drivers. :) Anyway, theoretically its possible to play in S3d with an ati card via the activator (kudos to the maker!!) and iz3d beta drivers. If someone figures out how to make the signal stable, well, that would be awesome.
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peter64
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by peter64 »

Rock on!! :) Glad you got it built! I could really do with a peared down version of this that didn't peg one of my cpu cores at 100% utilization with some loop. All I use it for now is turning on the pyramid so I can sync it using the sync cable I made. I wonder how hard it would be to tear all the excess opengl stuff out and just have some code that turned on the pyramid... I'll have to install all this stuff and build on win7 too i guess :) If anyone else would be interested in this shout out.
korneoliskohan
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by korneoliskohan »

I read about making the sync cable after I got this compiled. Was it hard to make and is it enough to have a stable signal? it needs to sync with a screen right? So I'm still out of luck regarding playing on viewsonic 22" 120hz screen?
peter64
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by peter64 »

I use an edimensional dongle with a vga cable and it syncs just fine using the latest iz3d drivers and the sync cable in shutter mode! :)
Right now i'm using a nvidia pc to get the pyramid running but I was hoping to use this code once a version was released that didn't lock my cpu at 100%.
korneoliskohan
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by korneoliskohan »

Edimensionals seem to have vanished from the face of the earth. Or at least I can't find them. Last time I saw one, they were real cheap too. I guess I'll have to keep on looking.

EDIT: Well, they just weren't sold on ebay or amazon anymore (with shipping to finland). BUT, they're really really expensive. Damnit, anyone know where to pick up a vesa sync dongle _only_?
peter64
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by peter64 »

Its under all products mate :) 30 bucks!!! have a good one!
http://www.edimensional.com/product_inf ... ucts_id=54" onclick="window.open(this.href);return false;
by the way in order to make this work you'll need to make a earphone jack to minidin connector.
I suggest you either buy one of these
http://www.edimensional.com/product_inf ... ucts_id=55" onclick="window.open(this.href);return false;
and cut the end of and attach an earphone jack to it OR you just buy the connector at your local electronics shop and attach it to an earphone plug.
or you buy the real cable like this one
http://www.techbuy.com.au/p/141672/VIDE ... 1G0214.asp" onclick="window.open(this.href);return false;
The materials cost like 5$. If you can get them and solder them...

*edit*
Here's instructions on how to make one...
http://forums.nvidia.com/index.php?show ... 8067&st=40" onclick="window.open(this.href);return false;
korneoliskohan
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by korneoliskohan »

Thanks! I'll pick one up later this month. The cable can be got from Nvidia for 9$ on the nvidia store.

EDIT: argh. looks like you were right about the cable. Only stores in australia sell it for a decent price, they have no shipping information as to how much it is worldwide. This really is a low point in nvidias customer service. >.< I'll have to buy a soldering iron and solder to do this, raising the price to something like 70€ in total. Meh.
masrelax
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by masrelax »

Hello
What about glasses stand alone? I see that everyone has infrared adapter and what really connect to the computer via USB, is the device that finally controls the flicker of the glasses. In my case (and I guess that many) only have a wired (not wireless) pair of glasses which are directly connected to the USB port. Does anyone know if the software, Protocol and commands are same that serve to control the infrared emitter? I am working on a Windows project to run these sunglasses exclusively by software, in combination with OpenGL, to visualize pictures in 3D. The OpenGL part works fine to me . I have ported to OpenGL-ES and work in PADs and Android Phones. I only need to initialize the glasses and send them periodically the orders of on/off each cristal.

The glasses are: http:www.nvidia.comobjectproduct-geforce-3d- ... es-us.html

Thank you in advance
djemergency
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by djemergency »

Can somebody compile a windows 7 32bit version? Thank you.
userjiaoyou
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by userjiaoyou »

asdfqwer wrote:Compiled version of the activator:
http://www.mediafire.com/?jqw3ncxktmo" onclick="window.open(this.href);return false;
Would somebody kindly enough to upload the file again ? (or please send me the file to user22 at gmail.com ) Thanks a lot. The above link no longer works.
Beamer3D
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by Beamer3D »

Hello to all

Been around for a half year search for this solution!

Can someone please create a windows 7 64bit version and send it to me fehnis37 at googlemail.com? It Währe really nice of you've heard so many things tried and could be the best solution be sorry my english is not good coming from Germany thanks in advance ;)
partron
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by partron »

userjiaoyou wrote: Would somebody kindly enough to upload the file again ?
activator3d.win7.rar - 877.2 Kb
http://www2.zshare.ma/83u7opeqspcs

How fix pegging one of CPU's at 100% ?
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Flint Eastwood
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Re: [DIY] homemade NVIDIA 3dVision interface code

Post by Flint Eastwood »

Hello Guys,
I try to compile this old code of that 3D Vision Activator.
I'm proud so far, that I managed all dependencies and lifted the code up from SFML 1.6 to the modern 2.6.1 .
The app renders a cube in OpenGL to an Offscreen buffer, and then shows left and right view to the Onscreen window.
Crazy thing is, I have a strange distortion of the cube, and I can't tell where it comes from.
Does anyone have a clue on this?
2024-03-24.png

EDIT:
Never mind. I found the problem in "glDrawArrays(GL_QUADS, 16, 24);" . Second value is not the last vertex, but the number of vertexes to draw.
24 vertexes would mean to draw vertexes, that are not defined.
So it should be "glDrawArrays(GL_QUADS, 8, 8);" and "glDrawArrays(GL_QUADS, 16, 8);" if you want to draw 2 quads with the same color.
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Ryzen 7800X3D // 32GB RAM // GTX 1070 // 3D-Vision glasses + Asus PG248Q // Win10 Home 64bit 22H2 // Nvidia Driver v546.29
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