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3d vision+opengl+windows do not work

Posted: Thu Oct 17, 2013 1:35 am
by kyewong
when the program starts, the light on the laser jitter does not turn on at all!
I have enabled the ss option in the control panel
Does opengl really work for 3D vision on windows? Could anyone provide a sample code please?
Thank you!

Re: 3d vision+opengl+windows do not work

Posted: Thu Oct 17, 2013 10:12 pm
by cybereality
I think officially Quad Buffer OpenGL should only work on Quadro cards (not Geforce).

However, there was a post around here where someone said they got it to work on normal Geforce cards (and I tried it and confirmed).

I don't think it will just work with any old OpenGL app (like a compiled game).

If you are making your own app you would probably need to use a Quad Buffer render and maybe integrate something with the NV API.

To be honest, I don't have much experience with OpenGL so I am not really sure.

Re: 3d vision+opengl+windows do not work

Posted: Fri Oct 18, 2013 12:26 am
by kyewong
Actually I AM using Quadro 2000...
Seems that directx is a natural choice for 3D vision, and much difficulties and uncertain factors exist for opengl, is that true?
cybereality wrote:I think officially Quad Buffer OpenGL should only work on Quadro cards (not Geforce).

However, there was a post around here where someone said they got it to work on normal Geforce cards (and I tried it and confirmed).

I don't think it will just work with any old OpenGL app (like a compiled game).

If you are making your own app you would probably need to use a Quad Buffer render and maybe integrate something with the NV API.

To be honest, I don't have much experience with OpenGL so I am not really sure.

Re: 3d vision+opengl+windows do not work

Posted: Fri Oct 18, 2013 11:22 pm
by cybereality
Well there is certainly more action on the 3D front for DirectX, but OpenGL should be supported too.

Re: 3d vision+opengl+windows do not work

Posted: Tue Oct 29, 2013 11:46 am
by biospud
cybereality wrote: However, there was a post around here where someone said they got it to work on normal Geforce cards (and I tried it and confirmed).

I don't think it will just work with any old OpenGL app (like a compiled game).

If you are making your own app you would probably need to use a Quad Buffer render and maybe integrate something with the NV API.
I think the post you are refering to is this one:
http://www.mtbs3d.com/phpbb/viewtopic.php?f=105&t=16849

I haven't done it yet, but I have a feeling that to get this to work you need to (at least):
1) Allocate an OpenGL context that supports GL_STEREO.
2) Run your application in full screen mode using glutEnterGameMode()
3) Programmaticaly compute left and right eye viewpoints, and render the results after calls to glDrawBuffer(GL_BACK_LEFT) and glDrawBuffer(GL_BACK_RIGHT), respectively.
4) 3D Vision must be enabled, and monitor refresh rate must be set to 120 Hz (manually before each program launch)