-- [ Picked text/plain from multipart/alternative ] I was hoping somebody could give me a hand with resolving stereoscopic issues in our build. This may require help from a Valve employee due to the nature of the code. We have an old license of the Source engine code-drop, so if this issue was resolved in the vanilla DLLs through updates, we were unable to replicate the fixes ourselves. I am uncertain if Half-life 2 still contains these stereoscopic issues.The problem is that during stereoscopic rendering, the NVidia drivers create the frame indexed stereovision 3D images from the data sent to the GPU, and because the frustum culling is based upon the view matrix, data outside of the standard frustum is simply not sent to the GPU to render. The stereoscopic effect in the NVidia drivers is created by altering the view matrix to the left and to the right for each eye in page flipped rendering, which effectively makes an invalid frustum and invalid culling. The edges of each eye view have missing models and missing BSP world data that normally would not be seen from the "middle" of the eyes, but each eye has different perspective on.Also, the 2D elements seem to be set in a static 3D location, and each view matrix offset for each eye seems to send the HUD incorrectly in both directions as the view matrix moves.I was hoping to find a way to alternate the game view for frustum culling and for 2D elements, but not send in that same view to the rendering. So basically, I want the culling and 2D locations to be based upon each eye's location, but the rendering of all objects to be based upon the "middle" of each eye as per usual. However, I can't find where the view matrix is being set.I tried to change the temporary CViewSetup class instatiation in the CViewRender::RenderView function, but this somehow changed the GPU view matrix even though I can't find the DirectX call. I've only found that the projection matrix is set upon the CViewSetup class sent into the IVRenderView->ViewSetup3D function, but this shouldn't be throwing off the rendering since the projection is only using the FOV and near and far clip distances (all of which should be the same for each stereoscopic eye anyway).If anybody could please help me understand how I can correct the culling and 2D element locations for stereoscopic, it would be immensely appreciated. _________________________________________________________________ Live Earth is coming. Learn more about the hottest summer event - only on MSN. http://liveearth.msn.com?source=msntaglineliveearthwlm --
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