> Date:         Wed, 12 Mar 2003 12:59:27 +1000
> From: GB Liu <[EMAIL PROTECTED]>
>
> Hi, it has been a long pain about the graphic card with J3D
> stereo.  How can we expect a solution of it?

The problem from the Java 3D side is that we can't port our native layer
to the quirks of each vendor's drivers.  We have to use the standard D3D
and OpenGL mechanisms for obtaining stereo resources.

That said, Nvidia and ATI are the leading PC card manufacturers, and if
we had even a hint from them about how to access the stereo buffers in
their cards we could probably put in some special-case code for them.
But there is no public information as far as we can tell, and we don't
have the cozy relationships with them that the game developers do.

The standard mechanisms do require separate front, back, and depth
buffers for each eye.  It may be that this is too expensive in terms of
video memory for consumer-level cards, especially when the most
important use of video memory, from a gaming point of view, is for
textures.

The approach that Nvidia seems to take is to customize their stereo
drivers to support specific applications through some sort of
interposing mechanism.  This suggests that their stereo support is too
fragile, cumbersome, or non-standard for them to expect game developers
to develop stereo applications themselves.

-- Mark Hood

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