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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.
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