Passive Stereoscopic 3D
by CTS · in Torque 3D Beginner · 02/04/2010 (7:25 pm) · 3 replies
Hi everyone,
Looking to move up to Torque3D for a project but need to know if what I want to do is viable. Has anyone heard of or have any advice about Passive Stereoscopic 3D in torque3D. I know the engine use DirectX as it render and Quad-Buffering is not supported in DirectX. What I'm trying to do is have passive 3D across multiple projectors from the same application. So surrounding yourself with 6 or more displays. I know you can't give specifics about the code here but if anyone could take a look at the DX device creation and knows a way to "simulate" Quad-buffering could chime in and help me out I would definitely appreciate it.
I really need to know if what I want to do is viable.
Thanks all,
Kevin
Looking to move up to Torque3D for a project but need to know if what I want to do is viable. Has anyone heard of or have any advice about Passive Stereoscopic 3D in torque3D. I know the engine use DirectX as it render and Quad-Buffering is not supported in DirectX. What I'm trying to do is have passive 3D across multiple projectors from the same application. So surrounding yourself with 6 or more displays. I know you can't give specifics about the code here but if anyone could take a look at the DX device creation and knows a way to "simulate" Quad-buffering could chime in and help me out I would definitely appreciate it.
I really need to know if what I want to do is viable.
Thanks all,
Kevin
#3
- I used a derived Canvas class in order to do so which was responsible for the management of the quad-buffer and so on
- Synchro is very important; so you need to be able to fine tune when rendering on screen (for this I use a separate thread)
- New canvas was also able to output in two different devices (for multiple output video card, helping to solve sync issue)
Hope it helps.
02/08/2010 (10:41 am)
I cannot share the source code as it was done for a specific project. However, some pointers:- I used a derived Canvas class in order to do so which was responsible for the management of the quad-buffer and so on
- Synchro is very important; so you need to be able to fine tune when rendering on screen (for this I use a separate thread)
- New canvas was also able to output in two different devices (for multiple output video card, helping to solve sync issue)
Hope it helps.
Torque 3D Owner Frank Bignone
Darkhand Studio