Hi, Stereo config did not set correctly in Canvas3D,
Replace the last statement of GraphicsConfigTemplate3D g3d = new GraphicsConfigTemplate3D(); g3d.setStereo(GraphicsConfigTemplate3D.REQUIRED); canvas = new Canvas3D(SimpleUniverse.getPreferredConfiguration()); by GraphicsConfiguration config = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getBe stConfiguration(gct); canvas = new Canvas3D(config); There is no need to set gc.setBufferOverride(true); every frame, only one time is good enough. Attach is an example using Stereo in PureImmediate mode correctly. You also need to explicitly handle shared stereo z buffer in PureImmediate mode (which is already take care in retained mode) and set property -Dj3d.sharedstereozbuffer=true for some PC card (false under solaris) Thanks. - Kelvin ------------------- Java 3D Team Sun Microsystems Inc. >Delivered-To: [EMAIL PROTECTED] >MIME-Version: 1.0 >Content-Transfer-Encoding: 8bit >Date: Fri, 15 Feb 2002 13:45:12 +0800 >From: Guang Bin Liu <[EMAIL PROTECTED]> >Subject: [JAVA3D] Help for rendering >To: [EMAIL PROTECTED] > >Hi Friends: > >The attached is a demo which shows the problem I have >met recently. I render two geometries to left / right >eyes separately. To get things simplified, in this >demo I used two ColorCubes (different size). >However, when the program is running, only the first >ColorCube can be seen. The second one cann't. >(Comment off the first one will result in a black >screen). I used the same method of rendering last >year which worked very well. I do not know why this >problem happened now. Can any one please give me a >suggestion about how to solve this problem? Thank you >a lot! > > > > >===== >Guang Bin Liu >VTHRC >University of Queensland >Australia >Phone: 61 7 3365 4072 >Fax: 61 7 3800 5268 > >_________________________________________________________ >Do You Yahoo!? >登記免費的 @yahoo.com 中文電子郵件 @ http://chinese.mail.yahoo.com >Get your free @yahoo.com address at http://chinese.mail.yahoo.com
/* * * "@(#)PureImmediateStereo.java 1.2 01/12/05" * * Copyright (c) 1996-1998 Sun Microsystems, Inc. All Rights Reserved. * * Sun grants you ("Licensee") a non-exclusive, royalty free, license to use, * modify and redistribute this software in source and binary code form, * provided that i) this copyright notice and license appear on all copies of * the software; and ii) Licensee does not utilize the software in a manner * which is disparaging to Sun. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING ANY * IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR * NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN AND ITS LICENSORS SHALL NOT BE * LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING * OR DISTRIBUTING THE SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR ITS * LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, * INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER * CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF * OR INABILITY TO USE SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * This software is not designed or intended for use in on-line control of * aircraft, air traffic, aircraft navigation or aircraft communications; or in * the design, construction, operation or maintenance of any nuclear * facility. Licensee represents and warrants that it will not use or * redistribute the Software for such purposes. */ import java.applet.Applet; import java.awt.*; import java.util.*; import java.awt.event.*; import com.sun.j3d.utils.applet.MainFrame; import com.sun.j3d.utils.universe.*; import com.sun.j3d.utils.geometry.*; import javax.media.j3d.*; import javax.vecmath.*; /** * Pure immediate mode stereo example program for stereo. In pure * immediate mode, the renderer must be stopped on the Canvas being * rendered into. In our example, this is done immediately after the * canvas is created. A separate thread is started up to do the * immediate mode rendering. */ public class PureImmediateStereo extends Applet implements Runnable { // Set this to true when the graphics card use shared z buffer // in stereo mode. public static String defaultSharedStereoZbuffer = Boolean.TRUE.toString(); private boolean sharedStereoZbuffer; private boolean stereoSupport; private Canvas3D canvas; private GraphicsContext3D gc; private Shape3D leftConeBody, rightConeBody; private Shape3D leftConeCap, rightConeCap; private Transform3D cmt = new Transform3D(); private Vector3f leftTrans, rightTrans; // One rotation (2*PI radians) every 6 seconds private Alpha rotAlpha = new Alpha(-1, 6000); private SimpleUniverse u = null; private double angle; // Compute data which is common for both // left and right eye void computeSharedData() { // Compute angle of rotation based on alpha value angle = rotAlpha.value() * 2.0*Math.PI; cmt.rotY(angle); } // Render the geometry in right eye void renderLeft() { cmt.setTranslation(leftTrans); gc.setModelTransform(cmt); if (sharedStereoZbuffer) { // Graphics card shared same z buffer in stereo mode, // in this case we have to explicitly clearing both // frame buffers. gc.clear(); } gc.draw(leftConeBody); gc.draw(leftConeCap); } // Render the geometry for right eye void renderRight() { cmt.setTranslation(rightTrans); gc.setModelTransform(cmt); if (sharedStereoZbuffer) { // Graphics card shared same z buffer in stereo mode, // in this case we have to explicitly clearing both // frame buffers. gc.clear(); } gc.draw(rightConeBody); gc.draw(rightConeCap); } // // Run method for our immediate mode rendering thread. // public void run() { // Set up Graphics context gc = canvas.getGraphicsContext3D(); // We always need to set this for PureImmediate // stereo mode gc.setBufferOverride(true); Color3f lightColor = new Color3f(1, 1, 1); Vector3f lightDir = new Vector3f(0, 0, -1); DirectionalLight light = new DirectionalLight(lightColor, lightDir); gc.addLight(light); Appearance redApp = new Appearance(); Appearance greenApp = new Appearance(); Color3f ambientColor = new Color3f(0, 0, 0); Color3f emissiveColor = new Color3f(0, 0, 0); Color3f diffuseColor = new Color3f(1, 0, 0); Color3f specularColor = new Color3f(1, 1, 1); redApp.setMaterial(new Material(ambientColor, emissiveColor, diffuseColor, specularColor, 5)); diffuseColor = new Color3f(0, 1, 0); greenApp.setMaterial(new Material(ambientColor, emissiveColor, diffuseColor, specularColor, 5)); // Set up geometry Cone leftCone = new Cone(0.4f, 0.6f, Primitive.GENERATE_NORMALS, redApp); Cone rightCone = new Cone(0.4f, 0.6f, Primitive.GENERATE_NORMALS, greenApp); leftConeBody = leftCone.getShape(Cone.BODY); leftConeCap = leftCone.getShape(Cone.CAP); rightConeBody = rightCone.getShape(Cone.BODY); rightConeCap = rightCone.getShape(Cone.CAP); leftTrans = new Vector3f(-0.6f, 0, 0); rightTrans = new Vector3f(0.6f, 0, 0); while (true) { // compute data which is can be used // for both left and right eye computeSharedData(); if (stereoSupport) { if (!sharedStereoZbuffer) { gc.setStereoMode(GraphicsContext3D.STEREO_BOTH); // This clear both left and right buffers, we // must set STEREO_BOTH before it. Otherwise // it only clear LEFT or RIGHT buffer unless // this is invoke twice for each buffer. gc.clear(); } gc.setStereoMode(GraphicsContext3D.STEREO_LEFT); renderLeft(); gc.setStereoMode(GraphicsContext3D.STEREO_RIGHT); renderRight(); } else { gc.clear(); renderLeft(); } // This swap both left and right buffers so // there is no need to set STEREO_BOTH before it canvas.swap(); // Be polite to other threads ! Thread.yield(); } } public PureImmediateStereo() { } // // init: create the canvas, stop the renderer, // create the universe, and start the drawing thread. // public void init() { setLayout(new BorderLayout()); // Preferred to use Stereo GraphicsConfigTemplate3D gct = new GraphicsConfigTemplate3D(); gct.setStereo(GraphicsConfigTemplate3D.PREFERRED); GraphicsConfiguration config = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getBestConfiguration(gct); canvas = new Canvas3D(config); Map map = canvas.queryProperties(); stereoSupport = canvas.getStereoAvailable(); if (stereoSupport) { System.out.println("This machine support stereo, you should see a red cone on the left and green cone on the right."); // User can overide the above default behavior using // java3d property. String str = System.getProperty("j3d.sharedstereozbuffer", defaultSharedStereoZbuffer); sharedStereoZbuffer = (new Boolean(str)).booleanValue(); } else { System.out.println("Stereo is not support, you should only see the left red cone."); } if (!canvas.getDoubleBufferAvailable()) { System.out.println("Double buffer is not support !"); } // we must stop the Renderer in PureImmediate mode canvas.stopRenderer(); add("Center", canvas); // Create the universe and viewing branch u = new SimpleUniverse(canvas); // This will move the ViewPlatform back a bit so the // objects in the scene can be viewed. u.getViewingPlatform().setNominalViewingTransform(); // Start a new thread that will continuously render (new Thread(this)).start(); } // Cleanup all Java3D threads and memory when this applet exit public void destroy() { u.removeAllLocales(); } // // The following allows PureImmediateStereo to be run as an application // as well as an applet // public static void main(String[] args) { new MainFrame(new PureImmediateStereo(), 512, 256); } }