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Re: 3DVision rendering mode
#1
Webmaster
Webmaster


I do not know of much sadly.

I think nvidia is still selling their quadro cards.

Otherwise various HMDs might be a solution.

And finally, various extend-screen-on-two-monitors solutions using VERTICAL_SPLIT_KEEP_RATIO stereo modes with passive stereo glasses would work.

Posted on: 1/16 13:56
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Re: 3DVision rendering mode
#2
Webmaster
Webmaster


If you are talking about the nvidia 3d vision system (discontinued product but still working as far as i know) then yes it is QUAD_BUFFERED_STEREO and IIRC GAMEMODE should not be required, only fullscreen and focus on the window.

Posted on: 1/12 9:17
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Re: 3DVision rendering mode
#3
Webmaster
Webmaster


First off, I would say this is still a tryout stage that was used once to compare performances, not sure how well kept it has been after that. Secondly did you see this kind of weird message in the description about the mode?

Quote:
NVidia 3DVision format when not using quad-buffered stereo.

Will copy OpenGL buffer and display with DirectX. Executable must be named to one of the NVidia sanctioned 3D programs in order to work, e.g. googleearth.exe.


See trunk documentation here:

http://www.h3dapi.org/uploads/api/Tru ... _1RenderMode.html#details

Posted on: 1/9 10:22
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Re: extracting elements from a vec3f
#4
Webmaster
Webmaster


In python or C++?
python code
#find the code in the manual to get an instance of the haptics device. Let us say you have done this and the haptics device is in a variable called hd. Then do the following
hd.trackerVelocity.getValue().x


It works the same way in C++ but with -> instead of . in some of the places due to it being pointers.
hd - The device instance as I pointed out above
trackerVelocity - Access to the field
getValue() - Get the value of the field. The value will be of type Vec3f()
x - The x component of the value of the field.

Posted on: 2017/11/10 9:10
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Re: Freeglut error when starting Quadbufferstereo application
#5
Webmaster
Webmaster


Hello,

We had to revert to previous revisions of freeglut due to some kind of bug. Please update External and try now.

Posted on: 2017/10/16 9:39
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Re: Freeglut error when starting Quadbufferstereo application
#6
Webmaster
Webmaster


Then the problem was as I guessed.
Use the old freeglut until we have dealt with it then.
Will set it up in our task management system.

Posted on: 2017/10/11 15:54
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Re: Freeglut error when starting Quadbufferstereo application
#7
Webmaster
Webmaster


Latest trunk that is I assume?
So you got an updated freeglut build?
Please just revert External freeglut to a previous version and see if it works then.
If so then we need to figure out what is missing.

Otherwise please update H3DAPI to a previous revision as well.

Posted on: 2017/10/11 13:47
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Re: PlanarReflector anaglyph fix
#8
Webmaster
Webmaster


Hello,

And thank you for providing the patches for fixing this.
However, if we are going to apply the patches directly you need to upload it through the bug tracker due to the reasons stated at the end of this post.

http://www.h3dapi.org/modules/newbb/v ... &post_id=442#forumpost442

Posted on: 2017/10/3 13:12
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Re: Collision detection
#9
Webmaster
Webmaster


I don't quite get the problem.
The mouse/avatar interaction in H3D is implemented using simple lineIntersect/closestPoint and movingSphereIntersect virtual functions which will (as the name indicates) simply find the intersection with objects and a line, or the closest point on an object to a point in space or the first place along a line in which a sphere intersects the object (swept sphere, moving sphere).

There are a couple of navigation modes.
EXAMINE - (keyboard shortcut e) will let the user navigate around the centerOfRotation of the current viewpoint. There is no collision between the avatar and the objects when this is used.
LOOKAT - (keyboard shortcut l) Let the user select the centerOfRotation for the current viewpoint by clicking on an object (perhaps it is only temporary, can't remember). No collision between avatar and objects are considered.
WALK/FLY - (keyboard shortcut w/f) Collision between avatar and objects are considered. Arrow keys control direction of walking relative to current viewpoint. Mouse changes viewpoint. When fly is enabled one can use mouse to change direction up/down.


Each X3DGeometryNode is a separate object. X3DGeometryNodes are such things as Sphere and IndexedTriangleSet.

Posted on: 2017/5/29 8:04
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Re: Proper way to close a H3D program?
#10
Webmaster
Webmaster


It might be the DisplayPort actually...
You don't happen to have a DisplayPort on the old setup, or a DVI-D on the new setup?

Just for tests. I think we had some issues which stopped occurring when switching monitor/computer connection.

Posted on: 2017/5/18 11:31
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