Thanks for the comment.  I once bought a software from Win3D for rendering
stereo images.  I found that each time when a new graphic card is out, they
will try their best to get the special-case code about that card so that
their software will match (support) it.  For example, when the a type of
RagePro 128 was just out, Win3D was not compatible with it.  But when I told
them the card type and some information I had, they quickly developed the
matching code so that the new card was added to their supporting list.  From
this point of view, I imagine that if J3D team would like to try, there
should be at least some cards compatible with J3D.  Why not have a try?  I
sincerely thank you in advance!

G.B. Liu

> > 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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