I'm beginning  to see that the problem is not just how to get 3D vision 
signal from the game..  it's how you are going to view it..  Some of the 
suggestions made have been around for a while and some are new...   The  
--( http://torbensko.com/phd/)--   is a new method...  .  I liked the 
idea a lot.... / "by augmenting traditional forms of computer game 
interaction using unconventional, but commercially viable approaches." /
but not what I was interested in....  I guess I was more in line with 
the old school method using the new technological advances like small 
video screens.  literally having a set of these screens in some sort of 
a casing ( like head sets or large gargles or binoculars or IMAX 
glasses)  where you actually bring your head and eyes in close proximity 
of the input and fool your brain into thinking it sees the game 
environment as a real world...   -( Thunder and lightning...:-) )  But 
then.. I would be missing out on the special effects graphic cards bring 
on to regular large game screens...  Since the small screen are more in 
line for camera viewers and mini system...

Tom


Daryl Brigner wrote:
> It's possible to get some cool 3D effects using web cam Headtracking to get
> a feeling of looking through you monitor as if looking through a window.
>  Have yet to try it out myself though.
> http://torbensko.com/phd/
>
> On Thu, Jun 4, 2009 at 4:50 AM, <[email protected]> wrote:
>
>   
>> The most kick-ass way would be to somehow run two HD projectors onto a
>> silver painted screen, each with a shifted viewpoint. You'd put two
>> polarising filters in front of the projectors and then nick some of the
>> glasses from an IMAX cinema.
>>
>> gee
>>
>> -----Original Message-----
>> From: [email protected]
>> [mailto:[email protected]] On Behalf Of Jeff
>> Moghadam
>> Sent: 04 June 2009 03:26
>> To: Discussion of Half-Life Mapping
>> Subject: Re: [hlmappers] 3D vision
>>
>> I guess if you wanted to make a mod, that would set 2 cameras, one at
>> the regular cam position, then another slightly to the right.. The left
>> side of the screen shows the right cam view, and the right side of the
>> screen shows the left cam view. Then, the user crosses their eyes and
>> sees crystal clear 3D, no extra components required. HL2 in "cross-eyed"
>> 3d would be amazing.
>>
>> p.s if you dont know what im talking about, here is an example in
>> crysis:
>> http://mtbs3d.com/gallery/albums/userpics/10002/Crysis_%230053.jpg
>>
>> Like that, except split it like it were a vertical split screen game.
>> That'd be awesome.
>>
>> -Jeff
>>
>> On Wed, Jun 3, 2009 at 8:54 PM, tom <[email protected]> wrote:
>>
>>     
>>> Thank you all for your reply.....   I'm not too sure if the red vs
>>>       
>> blue
>>     
>>> glasses is what I was envisioning ...  I am more in line of two
>>> separate views for each eye...  But maybe I need to learn more on what
>>>       
>>> is available...
>>>
>>>
>>> John Sheu wrote:
>>>       
>>>> I'd think that it would be possible in CViewRender (it's been a long
>>>>         
>>> time, I
>>>       
>>>> forget what classes exactly) with VBlank on, by manually rendering
>>>>         
>>> shifted
>>>       
>>>> camera viewpoints every other frame.
>>>>
>>>> Doing this manually would also let you offset HUD elements properly
>>>> to
>>>>         
>>> get a
>>>       
>>>> proper "floating in front of the scene" feel.
>>>>
>>>> -John Sheu
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>>>>
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