Hi Yohan,

   DirectX version of Java3D support stereo when the
driver expose the capability DDCAPS2_STEREO. The way
to construct stereo surface is pretty standard as shown
in the DirectX shipping SDK samples. It is up to the
graphics driver to handle this. Some graphics card
may choose to support stereo under certain OS but
not the others. Also under DirectX only fullscreen
mode will support stereo, so if you specific stereo
either through java -Dj3d.stereo=REQUIRED or
set it in when construct the GraphicsConfigTemplate3D
it will switch to fullscreen mode automatically.

   However, Microsoft choose not to support stereo in
DirectX 8.0. So our next version of Java3D DirectX version
which required DirectX 8.0 will not support stereo also
(unless newer version of DirectX come out which support
stereo again). For stereo support it is better to buy
a graphics card with OpenGL stereo support.

For OpenGL version, some framebuffers only have one Z buffer
and share this between the leftand right eyes. This may be
the reason why they don't have quad buffer but can still
support stereo. In this case try the following property:

  java -Dj3d.stereo=PREFERRED -Dj3d.sharedstereozbuffer=true MyProgram


- Kelvin
-----------------
Java 3D Team
Sun Microsystems Inc.

>X-Unix-From: [EMAIL PROTECTED]  Tue Apr  3 08:08:51 2001
>MIME-Version: 1.0
>Content-Transfer-Encoding: 7bit
>X-Priority: 3 (Normal)
>X-MSMail-Priority: Normal
>Importance: Normal
>X-MimeOLE: Produced By Microsoft MimeOLE V5.00.3018.1300
>Date: Tue, 3 Apr 2001 11:05:38 -0400
>From: Yohan Baillot <[EMAIL PROTECTED]>
>Subject: [JAVA3D] STEREO in Java3D
>To: [EMAIL PROTECTED]
>
>Dear list members,
>
>I realized the other day that my Dell Inspiron 7000 Laptop was able to
>produce stereo
>imagery (frame sequential stereo) using Java3D for DirectX. For a time I
>have this
>laptop now I thought there was no way to produce stereo using the
>intergrated
>ATI Rage LT Pro inside.
>
>The reason the stereo was not working up to now is because I am a simulation
>developer and simulation developer usually use OpenGL and not
>Direct3D. The problem is that a lot of graphics chip are optimized for
>Direct3D rather
>than OpenGL. Up to now my criteria to know if a card could produce stereo
>was to
>check if the card had quad buffer hardware support, but it does not seem to
>be true
>anymore.
>
>My questions are:
>-how does Java3D (and Direct3D in this case) produce stereo on graphics
>hardware
> that does not have quad buffer hardware support?
>-how come the FireGL1000Pro, which has stereo support under NT does not
>produce
> stereo with Java under Windows 2000, while the ATI Rage LT Pro does?
>-How to determine, before to buy, if a card is gonna be able to produce
>stereo using
> Java3D calls to Direct3D?
>
>Thanks a lot to clarify my mind
>Have a good day
>
>Yohan Baillot
>
> _______________________________________________________________________
>
> Yohan BAILLOT
> Electrical and Computer Engineer
>
> Virtual Reality Laboratory,
> Advanced Information Technology (Code 5580),
> Naval Research Laboratory,
> 4555 Overlook Avenue SW,
> Washington, DC  20375-5337
> [EMAIL PROTECTED]
> (202) 404 7801
>
> Home  : (703) 566 3684
> Cell     : (407) 222 6359
> Fax     : (202) 767 1122
> Web    : www.ait.nrl.navy.mil/people/baillot
>
>_______________________________________________________________________
>
>===========================================================================
>To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
>of the message "signoff JAVA3D-INTEREST".  For general help, send email to
>[EMAIL PROTECTED] and include in the body of the message "help".

===========================================================================
To unsubscribe, send email to [EMAIL PROTECTED] and include in the body
of the message "signoff JAVA3D-INTEREST".  For general help, send email to
[EMAIL PROTECTED] and include in the body of the message "help".

Reply via email to