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172 lines
6.8 KiB
HTML
172 lines
6.8 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
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"http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<!-- vi:set sw=2: -->
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<!--
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Copyright (C) 1996-2002 Brian Paul and Ben Bederson
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Copyright (C) 2005-2009 Greg Couch
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See the LICENSE file for copyright details.
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-->
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=utf-8">
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<title>Togl Stereo Modes</title>
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</head>
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<body>
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<script type="text/javascript" src="header.js"></script>
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<script type="text/javascript">
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NavigationBar();
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</script>
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<h1 align="center">Togl Stereo Modes</h1>
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<h2>Contents</h2>
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<ul>
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<li><a href="#none">none</a>
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<li><a href="#native">native</a>
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<li><a href="#anaglyph">anaglyph</a>
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<li><a href="#cross">cross-eye</a>
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<li><a href="#wall">wall-eye</a>
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<li><a href="#dti">dti</a>
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<li><a href="#row">row interleaved</a>
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<li><a href="#left">left eye</a>
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<li><a href="#right">right eye</a>
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<li><a href="#sgioldstyle">sgioldstyle</a>
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<!--
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<li><a href="#nvidia">nvidia consumer stereo</a>
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-->
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</ul>
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<hr>
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<p>
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There are lots of stereo modes in Togl because there are many ways to
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draw stereo with different tradeoffs.
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All of the stereo modes are choosen with the
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<a href="tclapi.html#pixelformat">
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<code>-stereo</code> configuration option</a>.
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All of the non-native stereo techniques
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are software-only and can be changed at anytime.
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<p>
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When using a non-native stereo mode, the OpenGL
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<code>glDrawBuffer</code>, <code>glClear</code>,
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<code>glFrustum</code>, and <code>glOrtho</code> calls
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should be replaced with the Togl
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<a href="tclapi.html#stereo cmds">Tcl</a> or
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<a href="capi.html#stereo">C</a> versions
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for seemless stereo rendering.
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<p>
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The various stereo modes are:
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<dl>
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<dt>
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<a name="none"></a><code>none</code> <i>or</i> "" <i>or any false boolean value</i>
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<dd>
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Turn off stereo.
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<dt><code>native</code> <i>or any true boolean value</i>
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<dd>
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Use native OpenGL hardware accelerated stereo
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(single- or double-buffered for both the left and the right eyes).
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Each eye is drawn at full window resolution
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which gives the best stereo image.
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This mode requires support from the graphics driver and is
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typically only supported on workstation-class graphics cards, <i>e.g.</i>,
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<a href="http://www.nvidia.com/page/workstation.html">NVidia Quadro</a>,
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<a href="http://ati.amd.com/products/workstation.html">ATI FireGL</a>,
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<a href="http://www.matrox.com/graphics/">Matrix Parhelia</a>,
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<a href="http://www.3dlabs.com/content/wildcat.asp">3DLabs Wildcat</a>
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graphics cards
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and <a href="http://www.sgi.com/">SGI</a> workstations.
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The video refresh rate is changed automatically by the windowing system
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except on SGI workstations.
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Developers for SGI workstations can either switch the video manually with
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<code>/usr/gfx/setmon</code> or <code>/usr/bin/X11/xsetmon</code>, or use the
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<a href="http://www.cgl.ucsf.edu/Overview/software.html#autostereo">
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autostereo</a> package.
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<p>
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Currently, there is a limitation that a togl widget can not be
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reconfigured in or out of the native stereo mode.
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And if/when it is supported,
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some graphics drivers might not allow it.
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<dt>
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<a name="anaglyph"></a><code>anaglyph</code>
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<dd>
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Draw the left eye in the red part of the color buffer
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and the right eye in the blue and green parts.
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Designed to be viewed with inexpensive red-blue or red-cyan glasses.
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Works best with gray scale and non-saturated color images.
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<dt>
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<a name="cross"></a><code>cross-eye</code>
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<dd>
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Draw right eye image on the left half of screen,
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and draw left eye image on the right half of screen.
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So each eye is drawn at less than half of the window resolution.
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<dt>
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<a name="wall"></a><code>wall-eye</code>
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<dd>
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Draw left eye image on the left half of the screen,
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and draw right eye image on the right half of the screen.
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So each eye is drawn at less than half of the window resolution.
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<dt>
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<a name="dti"></a><code>dti</code>
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<dd>
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Designed for <a href="http://www.dti3d.com/">DTI</a> displays.
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If you look at the window unassisted,
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you'll see horizonally squished images
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with the left eye image on the left,
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and right eye image on the right.
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So each eye is drawn at half of the window resolution.
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<dt>
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<a name="row"></a><code>row interleaved</code>
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<dd>
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Designed for
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<a href="http://www.vrex.com/">VRex</a>,
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<a href="http://www.zalman.co.kr/">Zalman</a>, and
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<a href="http://www.hyundaiq.com/">Hyundai</a> displays.
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Where the right eye is on the even scanlines
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and the left is on the odd ones.
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Requires that there be a stencil buffer
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and uses the most significant stencil bit.
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Changes to the stencil state should be placed within
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<a href="http://www.opengl.org/sdk/docs/man/xhtml/glPushAttrib.xml">
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glPushAttrib</a>(GL_STENCIL_BUFFER_BIT) and glPopAttrib() calls.
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<dt>
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<a name="left"></a><code>left eye</code>
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<dd>
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Only draw left eye view at full resolution.
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<dt>
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<a name="right"></a><code>right eye</code>
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<dd>
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Only draw right eye view at full resolution.
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<dt>
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<a name="sgioldstyle"></a><code>sgioldstyle</code>
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<dd>
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Support older-style SGI stereo where you lose half of the vertical resolution.
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This uses the SGIStereo X extension,
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that is only available on SGI workstations,
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to tell the X server to duplicate non-stereo windows into both eyes.
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This option only works when the monitor has been changed to the one
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of the <code>str_top</code>, <code>str_bot</code>, or <code>str_rect</code> video output modes.
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<!--
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<dt>
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<a name="nvidia"></a><code>nvidia consumer stereo</code>
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<dd>
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Use the
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<a href="http://www.nvidia.com/drivers">NVidia Consumer 3D Stereo</a> driver.
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This only works with NVidia consumer graphics cards on Microsoft Windows
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and when the Togl window covers the full screen.
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NVidia Quadro users should use the <code>native</code> stereo mode.
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-->
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</dl>
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<hr>
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<a href="http://sourceforge.net/projects/togl">
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<img src="http://sflogo.sourceforge.net/sflogo.php?group_id=519&type=13" width="120" height="30" border="0" alt="Get Togl at SourceForge.net. Fast, secure and Free Open Source software downloads">
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</a>
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