From: David O. <da...@st...> - 2007-02-05 15:20:44
|
> I'm not sure we're talking about the same thing. OpenGL's stereo is > based on "quad-buffering" and usually relies on LCD shutter glasses. > This requires specific hardware support. > > It sounds like the games you mention have other stereo options. Well, those options were my primary concern, though thanks for explaining quad buffering - I suppose that's why it requires support in the drivers as well! But as you guessed, I wasn't primarily thinking of shutter glasses, but rather about things that could be done on all hardware, even on 2D cards with a software renderer. For instance, combining the red channel from the left frame with the blue and green channels from the right frame so as to create an anaglyphic image, or interlacing them, which seems to be possible in some games, though don't ask me how one is supposed to view it, and maybe a mode where the left and right images would be sent to separate outputs, for use with dual projectors with polarising filters, or dual monitors with some sort of lens in front of them. That way, the only hardware requirement would be a graphics card, enough video RAM and possibly two outputs. David Oftedal |