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reventon
One Eyed Hopeful
Joined: Tue Jun 29, 2010 6:19 am Posts: 6
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Thank you. Yeah, I have considered these 1 to N solutions. Matrox tripleheadtogo does not support 120hz. The one you recommend does not support 120hz on high resolution, either. Moreover, I think it may have longer delay so that it may have some issue on sync with the glasses. I think the best way is to link directly.
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| Thu Sep 16, 2010 11:46 pm |
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reventon
One Eyed Hopeful
Joined: Tue Jun 29, 2010 6:19 am Posts: 6
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magestik wrote: reventon wrote: HI, magestik. I'm also working on a 3d video player based on 3d vision. What you want to do is very different from what I do. First, you want to do it for Windows. Then, you use the DirectX API (on Linux there is no API so we have to make it). Finally, I didn't start my video player yet. Sorry I can't help you For those who read this thread, kunguz managed to activate his glasses at 65 Hz (and syncrhonize them with his screen). We are going to start the daemon ! On linux, NV uses opengl quad buffer which Geforce does not support. I think your job is pretty tough.
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| Thu Sep 16, 2010 11:49 pm |
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tritosine5G
Terrif-eying the Ladies!
Joined: Wed Mar 17, 2010 9:35 am Posts: 893 Location: As far from Hold Display guys as possible!!! ^2
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reventon wrote: The one you recommend does not support 120hz on high resolution, either. ...for that price it'd better support any goddamn resolution , LOL. Maybe contact the guy? 
_________________ -Biased for 0 Gen HMD's to hell and back must be one hundred percent hell bent bias!
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| Fri Sep 17, 2010 5:46 am |
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magestik
Two Eyed Hopeful
Joined: Tue Dec 22, 2009 11:48 am Posts: 79
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reventon wrote: On linux, NV uses opengl quad buffer which Geforce does not support. I think your job is pretty tough. This topic (and libnvstusb) has been created to control Nvidia 3D Glasses on Linux. My project, which is a fork, has the same goal. And it's working on any graphic card 
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| Sat Sep 18, 2010 3:56 pm |
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Kachan
One Eyed Hopeful
Joined: Tue Sep 21, 2010 4:40 am Posts: 1
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Hi all, i'm new in this forum... I'm working into a project developed with openGL that uses an algorithm for stereoscopic vision; i need to interface it with shutter glasses NVIDIA but i can't activate them.
I need a code that can active my shutter glasses (i've the IR transmitter), to watch at the stereoscopic images coming out from the algorithm, on my screen.
Could anyone help me...? Please.....
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| Wed Sep 22, 2010 6:18 am |
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reventon
One Eyed Hopeful
Joined: Tue Jun 29, 2010 6:19 am Posts: 6
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magestik wrote: This topic (and libnvstusb) has been created to control Nvidia 3D Glasses on Linux. My project, which is a fork, has the same goal. And it's working on any graphic card  That means it can work with an AMD card with NV IR emitter, right? That's great.
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| Thu Sep 23, 2010 8:58 am |
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magestik
Two Eyed Hopeful
Joined: Tue Dec 22, 2009 11:48 am Posts: 79
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Yes it works with any graphic card (ATI or Nvidia), any screen (even with 60 Hz's but ...you know ... headaches  ) ... I'm currently doing some fix to sync pictures with vertical refresh  But the interface code is working just fine. Thank you kunguz 
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| Thu Sep 23, 2010 12:54 pm |
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bombo105
One Eyed Hopeful
Joined: Thu Nov 25, 2010 2:58 pm Posts: 2
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I tried to run activator_release in Win7 64bit but a GUI never showed up (but the program was running in the task manager). Any ideas?
Thanks.
Last edited by bombo105 on Fri Dec 03, 2010 1:34 am, edited 2 times in total.
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| Sun Nov 28, 2010 11:28 pm |
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faker
One Eyed Hopeful
Joined: Fri Jan 09, 2009 3:45 pm Posts: 20
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somebody knows where can i find the file usbdi.h?
i can´t compile the project without it.
thanks!!
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| Wed Dec 01, 2010 7:12 am |
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evgenln
One Eyed Hopeful
Joined: Tue Sep 28, 2010 5:28 am Posts: 18
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faker wrote: somebody knows where can i find the file usbdi.h?
i can´t compile the project without it.
thanks!! Which version of the SDK are you using? I compiled project a few months ago and also faced to the same problem. I found the desired file on the Internet, but I had to make an additional change in the other SDK files, Microsoft has changed some files in the new versions.
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| Wed Dec 01, 2010 2:26 pm |
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makr
One Eyed Hopeful
Joined: Mon Aug 02, 2010 3:38 pm Posts: 2
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I get the feeling I'm doing something wrong. I downloaded peter64's precompiled version for Vista (I'm on Win7 x64) and I'm not able to get the glasses to respond to the 3d image on a 60hz monitor.
To make it more clear, I open the .exe, the cube starts spinning, and the green light on my emitter lights up. Then I open up something in 3d, and while the monitor shows a 3d image, the glasses just flicker rapidly the same way they do when trying to run them in an incompatible mode.
I'd appreciate any help. I'm using an Nvidia card, and the kit works just fine with a 120hz projector.
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| Thu Dec 02, 2010 4:10 pm |
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bombo105
One Eyed Hopeful
Joined: Thu Nov 25, 2010 2:58 pm Posts: 2
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Still can't get any GUI to show up under win7 64bit. I have V C++ 2005,2008,2010 redistributables installed too. Any ideas?
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| Fri Dec 03, 2010 1:35 am |
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faker
One Eyed Hopeful
Joined: Fri Jan 09, 2009 3:45 pm Posts: 20
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Finally i compile the project and ejecute it but i don´t know why use this sequence:
int sequence[] = { 0x00031842, 0x00180001, a, b, 0xfffff830, 0x22302824, 0x040a0805, c, 0x00021c01, 0x00000002, //note only 6 bytes are actually sent here 0x00021e01, rate*2, //note only 6 bytes are actually sent here 0x00011b01, 0x00000007, //note only 5 bytes are actually sent here 0x00031840 };
And i prove view with the glasses and i can´t see the image, only if i turn my head 90º, any idea?
Thank you!
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| Tue Dec 14, 2010 10:44 am |
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kunguz
One Eyed Hopeful
Joined: Fri Aug 13, 2010 4:46 am Posts: 3
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Dear all, Finally I managed to finish the code and made few experiments with successful results. Now, my code can drive shutter glasses at any desired refresh rate. http://code.google.com/p/pyusbir/source ... bir.py?r=9to use it just type python usbir.py 115.6 Best regards, Kaan
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| Fri Jan 07, 2011 2:49 am |
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makr
One Eyed Hopeful
Joined: Mon Aug 02, 2010 3:38 pm Posts: 2
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If only I knew software at all, maybe I wouldn't be so confused.
I downloaded the Python editor, but when I load this and go to Run Module, I only get an error saying it couldn't find usb.core. If I delete usb.core from the source, I get an error saying it can't find usb.util.
Where exactly am I supposed to type python usbir.py 115.6? Am I doing something else wrong as well?
Thanks
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| Sat Jan 08, 2011 4:00 pm |
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peter64
One Eyed Hopeful
Joined: Wed May 02, 2007 12:17 am Posts: 32
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for anyone trying to run the python on windows,
first you'll need to build an inf for the nvidia pyramid using libusb-win32-bin-1.2.2.0.zip then install the pyramids inf. then second you'll need to install pyusb-1.0.0-a1.zip into your python distribution. you might need to add the c:\windows\system32 to your PYTHONPATH variable so that libusb can find the dll it needs. then when you run it you might get a little further. I'm getting further now but I'm getting stuck here.
[1;33;32mID: 0x955:0x7[0m NVIDIA stereo controller found! [1;33;32mID: 0x955:0x7[0m NVIDIA stereo controller does [1;31;40mNOT[0m have required firmware! [1;33;32mID: 0x955:0x7[0m Started to upload the firmware to NVIDIA stereo controller! Traceback (most recent call last): File "C:\Work\3dvision\pyusbir\pyusbir\src\lib\usbir.py", line 175, in <module> sys.exit(main()) File "C:\Work\3dvision\pyusbir\pyusbir\src\lib\usbir.py", line 156, in main glass = shutterglass(0x0955,0x0007) File "C:\Work\3dvision\pyusbir\pyusbir\src\lib\usbir.py", line 34, in __init__ self.upload_firmware(self.filepath(self.filename)) File "C:\Work\3dvision\pyusbir\pyusbir\src\lib\usbir.py", line 67, in upload_firmware res = self.dev.ctrl_transfer(0x40, 0xA0, pos, 0x000,buf,0) File "C:\Downloads\Firefox\3DVision\pyusbir\pyusbir-read-only\source\lib\usb\core.py", line 678, in ctrl_transfer self.__get_timeout(timeout) File "C:\Downloads\Firefox\3DVision\pyusbir\pyusbir-read-only\source\lib\usb\_debug.py", line 52, in do_trace return f(*args, **named_args) File "C:\Downloads\Firefox\3DVision\pyusbir\pyusbir-read-only\source\lib\usb\backend\libusb01.py", line 505, in ctrl_transfer timeout File "C:\Downloads\Firefox\3DVision\pyusbir\pyusbir-read-only\source\lib\usb\backend\libusb01.py", line 364, in _check raise USBError(errmsg) usb.core.USBError: libusb0-dll:err [control_msg] sending control message failed, win error: The I/O operation has been aborted because of either a thread exit or an application request.
It looks like it can read whats on the usb hub but it can't write to it? I'de really like to run your code kunguz as it looks really clean! If you could give me any ideas why things might be stopping where they are I'de really appreciate it.
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| Tue Jan 25, 2011 2:12 am |
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atariguy
One Eyed Hopeful
Joined: Fri Aug 27, 2010 1:43 am Posts: 12
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This is great news for Mac owners! mmmmmmmm wrote: Last night, drawing inspiration from Kolrabi's code, and some quality time with a USB sniffer, I got our 3d vision glasses working on a Mac.
Rock solid 120Hz on a recent Viewsonic projector (PDJ6251), very little ghosting, no glitches, HDMI. This Viewsonic has two 120Hz 3d modes — the contrast ratio trashing "DLP-link" mode and a almost transparent "3d vision" mode. But the projector itself has not yet been "whitelisted" by Nvidia's drivers which, for me, was just the last straw.
I'll try to write this up properly soon, but some key facts for likeminded hackers:
1) I know hardly anything about the current state of OpenGL on Linux, but I suspect that the route being pursued here in this forum to sync the buffer swap to the glasses might be a bit of a dead end. I don't think there's any contemporary hardware on which you can say anything about how long it's going to take between a GLUT or a window system swap call and when your back buffer actually ends up as photons.
2) On the mac the solution is straightforward — we can busy loop on CGDisplayBeamPosition to pick the spot to swap (note: CGDisplayWaitForBeamPositionOutsideLines seems to be completely decoy, it returns instantly). The brute force approach of course takes most of a core, but it does give you a completely independent program that you can run in the background sending sync out while you start and stop various opengl programs (you have a 50% chance of having the eyes flipped at the start). Of course, being a little smarter about sleeping at the right time will reduce the CPU usage of this approach.
3) Like Kolrabi's code I'm currently using '0' as the offset in the eye switching packet since I can't compute any better value and I don't seem to need to. Staring closely at the USB dump it appears that both the left and right eye signals are being sent with no delay in between them, and then, around 16ms later the same thing happens. Here the offset is clearly required. In my code, I'm sending left and right with an 8.333ms delay between each.
4) It appears that all of the recent "real" graphics cards on Mac's support genuine quad buffered stereo that would appear to work with this technique without inserting additional FBO's into your code's swap routines. All in all, it seems like OS X + 3d vision is an ideal home-brew stereo hacking platform.
5) But I was unable to use Kolrabi's firmware extractor to extract the firmware from nvstusb.sys — either the most recent version or 190.62. It doesn't locate the right spot in the .sys file to make the extraction. Right now I'm booting into bootcamp once — this gets the "green light" on the unit and then rebooting into OS X. As long as the device isn't unplugged it stays useable. Of course, this means that you need to be able to install 3d vision on a windows partition in the first place, so short of illegally distributing the firmware file, ATI users remain out of luck. If it wasn't for that, I imagine it would work just fine on those cards as well.
6) And I needed a different set of magic timing numbers from Kolrabi (different from both sets that they included). The original set inside that code cause both shutters of my glasses to turn almost completely opaque (I can see a little color from the color wheel of my projector phasing in and out). The "correct" set is easily sniffed from the USB exchange that happens when you enter the "medical test image" from the 3d vision control panel. But I'm no closer to understanding the timing formulae — I have it working at 120Hz (actually 119.96Hz) and that's that.
7) Multi-screen stereo is a no-go since the clocks out of both ports of the cards we've tested have an arbitrary phase offset. If you are feeling up to it, you can check and uncheck "mirror displays" until you happen to get them close enough (you can call CGDisplayBeamPosition to find out). That can actually be automated, but seems like a ridiculous solution.
We're going to continue testing the setup here — including purchasing a new transmitter, just to make sure that there aren't multiple versions of this hardware out there (ours is from December).
In any case, it's working and working well — comparable, albeit on a far smaller scale, to our experiences working with high end digital cinema projectors and XPand x101's. It has far better contrast ratio than the XPanD x102's with consumer DLP-Link on the projectors I've tested.
It's probably time to set up a group & repository somewhere to formalize this project, no?
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| Sat Feb 05, 2011 2:08 pm |
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Ampfan2
One Eyed Hopeful
Joined: Sun Jan 09, 2011 11:09 pm Posts: 5
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"note: CGDisplayWaitForBeamPositionOutsideLines seems to be completely decoy, it returns instantly".
This is likely because "outside lines" includes horizontal retrace blanking time, so at most you are getting a 31 microsecond delay (Horizontal line time at VGA rates). Some of the really old video cards (PC VGA) wrote a byte or two during that H retrace.
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| Sun Feb 06, 2011 12:46 pm |
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TheOracle
One Eyed Hopeful
Joined: Mon Mar 30, 2009 7:33 pm Posts: 6
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I can confirm that the compiled activator works in Windows XP. And get this, I managed to stabilize the sync rate of the 3D Vision glasses by connecting the Edimensional dongle to the 3D Vision emitter with the vesa sync cable.
After they were connected I started the 3D Vision activator, then started the ED activator in page flip mode. The little box popped out of the screen in perfect 120hz 3D. The 3D Vision glasses are now getting their sync from the Edimensional dongle, but they can now be activated in WinXP on command.
I'm testing right now to see if the 3DV glasses work with the IZ3D driver.
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| Sun Feb 27, 2011 1:08 am |
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TheOracle
One Eyed Hopeful
Joined: Mon Mar 30, 2009 7:33 pm Posts: 6
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Yep, just tested it. Just played Bulletstorm using the IZ3D driver and the 3D Vision glasses and it looked amazing.
This is a dream come true guys.
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| Sun Feb 27, 2011 1:13 am |
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peter64
One Eyed Hopeful
Joined: Wed May 02, 2007 12:17 am Posts: 32
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Hey TheOracle are you using the IZ3D Drivers in QB DirectX with an ATI Video card as thats the only way I can see this working properly. Also what type of display are you running that supports 120hz 3D? Also is the 3D Vision pyramid activator pegging one of your CPU's at 100%? Finally if you are running an ATI card how did you install the pyramid? Thanks!
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| Sun Feb 27, 2011 1:24 am |
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cybereality
3D Angel Eyes (Moderator)
Joined: Sat Apr 12, 2008 8:18 pm Posts: 10026
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Amazing! This is great news.
_________________
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| Sun Feb 27, 2011 2:19 am |
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magestik
Two Eyed Hopeful
Joined: Tue Dec 22, 2009 11:48 am Posts: 79
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Hey guys. I was working on this for the oast few mouths. I made a daemon in Python to control Nvidia glasses on Linux. It works for some times now but I have some problem to print image at the right moment so there are flickering (I think, because I don't own a 3D vision Kit myself). So I tried to use GL_SYNC_TO_VBLANK, like in libstnvusb ... It'es better but there is still some flickering ! You can check my code here : https://github.com/magestik/Shutters3D-DaemonIt's based on libnvstusb. And kunguz helped me at the beginning. But I add some USB code that I got from Usb sniffer. I made a daemon so only one software can use glasses at the time. A library could (theorically) allow many software to connect to the glasses at the same time.
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| Sun Feb 27, 2011 3:47 pm |
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TheOracle
One Eyed Hopeful
Joined: Mon Mar 30, 2009 7:33 pm Posts: 6
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peter64 wrote: Hey TheOracle are you using the IZ3D Drivers in QB DirectX with an ATI Video card as thats the only way I can see this working properly. Also what type of display are you running that supports 120hz 3D? Also is the 3D Vision pyramid activator pegging one of your CPU's at 100%? Finally if you are running an ATI card how did you install the pyramid? Thanks! I am running an Nvidia GTX 460 on a 120hz CRT through the Edimensional dongle via VGA. The CPU is reading as being utilized at nearly 100% when the activator is on. Now that I've had the time to consider what's going on, I am beginning to believe that the activator has nothing to do with it. Earlier, when I installed Windows XP, I pulled the NV usb driver for the dongle from Vista 32 bit. This makes windows see the dongle because the light turns green. But there was no way to activate the glasses until I hooked up the ED sync cable between the two. Now, the interesting part here is that I've always been able to use my ED glasses with the Nvidia driver in Windows 7. As long as it was activated, both the ED glasses and the Nvidia glasses would flicker at the same rate. But, alternately, I was never able to use the nvidia glasses with the IZ3D driver. It just would not work. Nvidia's software protection crap prevents it, you see. I believe installing the usb driver for the nvidia dongle + the sync cable has bypassed that in WinXP. Because now I can activate the pyramid without Nvidia's 3D Vision software(which doesn't exist in XP), and without Windows 7\Vista(which is a requirement). I can put the ED activator in interlaced mode and the 3DV glasses + dongle light up. Then I can play bulletstorm in interlaced at 120hz. What I am having trouble with, is firing it up in page flip mode without problems but I think that's related to bulletstorm and XP. Also, Crysis acts like it won't go into 120hz which messes up the sync. But that's my problem, not yours. I'm sure if Crysis would go into the right refresh rate it would have the same results as bulletstorm. My analysis? XP + Nvidia dongle driver(32 bit) + some form of sync = glasses activated
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| Sun Feb 27, 2011 8:37 pm |
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TomZ
One Eyed Hopeful
Joined: Sun Feb 20, 2011 8:07 pm Posts: 6
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kunguz wrote: to use it just type
python usbir.py 115.6
Best regards, Kaan Hi Kunguz, Why 115.6 ? Is it always 115.6 whatever refresh rate i use ? My DLP Projector supports 60, 70, 75 & 85 hz. Which value do i need to use ? Thx a lot.
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| Fri Mar 18, 2011 8:14 am |
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pasquatch33
One Eyed Hopeful
Joined: Thu Mar 31, 2011 5:59 pm Posts: 1
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bombo105 wrote: Still can't get any GUI to show up under win7 64bit. I have V C++ 2005,2008,2010 redistributables installed too. Any ideas? Was there ever a response to this one? I'm having the same issue, but under Vista 64bit.
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| Thu Mar 31, 2011 6:15 pm |
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zeigerpuppy
One Eyed Hopeful
Joined: Thu Apr 28, 2011 4:25 am Posts: 2
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also wondering whether anyone has the code for mac, I have had a look at libnvstusb but it doesn't compile in os x.
would love to get Psychtoolbox to work with this and OS X is the best platform for timing with this package...
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| Wed May 04, 2011 11:25 am |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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Two things: First, I'm also in the camp of 'activator not working on windows7'. I'm really yearning to try out iz3d with my nvidia glasses which have lain dormant for half a year due to switching to ati.
Second, good job on the linux front! I'm first and foremost a linux user, and I'm thrilled to see progress (FINALLY) on stereo3d. Any chance for a wine plugin later on?
EDIT: Windows7 64bit. And no, I'm not going buy visual studio to build something myself. Make it compile on cygwin/gnu userland and we'll talk.
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| Tue Jul 26, 2011 1:44 pm |
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Fredz
Golden Eyed Wiseman! (or woman!)
Joined: Sat Jan 09, 2010 2:06 pm Posts: 1897 Location: Perpignan, France
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Maybe you can compile it with Visual Studio Express which is free ?
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| Tue Jul 26, 2011 7:44 pm |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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Thanks for the suggestion. I went ahead and tried it and it fails to compile with errors mixing DDK and standard libraries. I'll paste some errors.
As far as my searching found out, this is a problem with mixing standard libs and DDK libs. But I can't turn off standard libs, because then it fails to find math, ctype etc. I know nothing about visual studio though, maybe someone has a pointer. ------------------ EDIT:
I made some progress, but not enough. So I can't make it compile on win7, maybe someone else can?
Feel free to ignore the compile output below.
---------------------------------------- 1>------ Build started: Project: activator, Configuration: Release Win32 ------ 1> app.cpp 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(103): error C2065: '_In_' : undeclared identifier 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(103): error C2144: syntax error : 'int' should be preceded by ')' 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(103): error C2448: 'abs' : function-style initializer appears to be a function definition 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(103): error C2059: syntax error : ')' 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(104): error C2065: '_In_' : undeclared identifier 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(104): error C2144: syntax error : 'long' should be preceded by ')' 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(104): error C2448: 'labs' : function-style initializer appears to be a function definition 1>C:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\include\math.h(104): error C2059: syntax error : ')'
AND on VS2010
1>------ Build started: Project: activator, Configuration: Release Win32 ------ 1> nvidiaShutterGlasses.cpp 1>C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h(550): error C2065: '_In_opt_z_' : undeclared identifier 1>C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h(550): error C2143: syntax error : missing ')' before 'const' 1>C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h(550): warning C4229: anachronism used : modifiers on data are ignored 1>C:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\crtdefs.h(550): error C2182: '_invoke_watson' : illegal use of type 'void'
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| Wed Jul 27, 2011 9:10 am |
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Fredz
Golden Eyed Wiseman! (or woman!)
Joined: Sat Jan 09, 2010 2:06 pm Posts: 1897 Location: Perpignan, France
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Did you follow this message about the DDK version to download and the settings to modify in VS : viewtopic.php?p=44102#p44102 ?
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| Wed Jul 27, 2011 6:53 pm |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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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. >.<
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| Wed Jul 27, 2011 7:46 pm |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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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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| Wed Aug 03, 2011 3:29 am |
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peter64
One Eyed Hopeful
Joined: Wed May 02, 2007 12:17 am Posts: 32
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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.
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| Wed Aug 03, 2011 7:16 am |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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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?
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| Wed Aug 03, 2011 11:05 am |
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peter64
One Eyed Hopeful
Joined: Wed May 02, 2007 12:17 am Posts: 32
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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%.
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| Wed Aug 03, 2011 3:51 pm |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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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_?
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| Wed Aug 03, 2011 4:17 pm |
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peter64
One Eyed Hopeful
Joined: Wed May 02, 2007 12:17 am Posts: 32
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Its under all products mate  30 bucks!!! have a good one! http://www.edimensional.com/product_inf ... ucts_id=54by 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=55and 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.aspThe materials cost like 5$. If you can get them and solder them... *edit* Here's instructions on how to make one... http://forums.nvidia.com/index.php?show ... 8067&st=40
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| Wed Aug 03, 2011 4:47 pm |
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korneoliskohan
One Eyed Hopeful
Joined: Sun Jul 24, 2011 3:43 pm Posts: 17
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Thanks! I'll pick one up later this month. The cable can be got from Nvidia for 9$ 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.
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| Wed Aug 03, 2011 5:11 pm |
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masrelax
One Eyed Hopeful
Joined: Sun Apr 22, 2012 4:21 am Posts: 1
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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-vision-wired-glasses-us.html
Thank you in advance
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| Sun Apr 22, 2012 4:41 am |
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