T.R | Title | User | Personal Name | Date | Lines |
---|
1265.1 | | WRKSYS::COULTER | If this typewriter can't do it, ... | Wed Mar 19 1997 18:14 | 4 |
| Next release: Open3D v4.3
Kit should be available on the net next Monday.
|
1265.2 | More questions on stereo... | PEACHS::DALEY | 'Course it don't come with @!# wafers! | Thu Apr 24 1997 11:23 | 20 |
| Open3D 4.3 is on the April SPL CD.
Follow on questions about stereo...does our implementation support
the GLX_STEREO visual on the cateyes? (the 4DX0T boards)
My understanding is that we never did before because we had no quad-
buffered boards. But that cateyes can do quad buffering...is the
visual support in there yet? Is is planned?
Also, we have a customer running a a stereo app on an L2 and a 4D20.
The L2 still provides 1024 positions across, even though the screen
is split. He's coded for that, but finds that the 4D20 only has
512 positions, so his code doesn't work and he has to recode.
He's wondering which is "right". Should he have to code for both, or
do we need to fix one or the other driver/board, the L2 or the 4D20.
Thanks,
John
|
1265.3 | Clarification | PEACHS::DALEY | 'Course it don't come with @!# wafers! | Thu Apr 24 1997 13:07 | 4 |
| In .2, when I mention "positions", I mean positions reported by the
mouse.
John
|
1265.4 | GLX_STEREO visual supported in Open3D 4.3 | RDGENG::READINGS_R | Richard Readings | Fri Apr 25 1997 07:16 | 6 |
| > Follow on questions about stereo...does our implementation support
> the GLX_STEREO visual on the cateyes? (the 4DX0T boards)
Yes, in Open3D 4.3.
Richard
|
1265.5 | Yup. | WRKSYS::DOTY | Russ Doty, Graphics and Multimedia | Sat Apr 26 1997 10:33 | 14 |
| Open3D 4.3 (for Unix) supports OpenGL stereo -- quad buffered, stereo
in a window.
The 4D40T and 4D50T support 800x600 in stereo mode. The 4D60T supports
1280x1024(!) in stereo mode -- a major advantage over other graphics
cards. The rumors that this requires a water cooled monitor and video
cable are totally unfounded...
We are working on OpenGL stereo for NT.
Interesting enough, the major challenges in implementing OpenGL stereo
were 2D, not 3D. A goal was to have the 2D entities automatically
managed between both eyes, so that the application didn't have to worry
about managing writing into both buffers for 2D data.
|