> #define DRM_MODE_FLAG_3D_MASK (0x1f<<14) > #define DRM_MODE_FLAG_3D_NONE (0<<14) > #define DRM_MODE_FLAG_3D_FRAME_PACKING (1<<14) > #define DRM_MODE_FLAG_3D_FIELD_ALTERNATIVE (2<<14) > #define DRM_MODE_FLAG_3D_LINE_ALTERNATIVE (3<<14) > #define DRM_MODE_FLAG_3D_SIDE_BY_SIDE_FULL (4<<14) > #define DRM_MODE_FLAG_3D_L_DEPTH (5<<14) > #define DRM_MODE_FLAG_3D_L_DEPTH_GFX_GFX_DEPTH (6<<14) > #define DRM_MODE_FLAG_3D_TOP_AND_BOTTOM (7<<14) > #define DRM_MODE_FLAG_3D_SIDE_BY_SIDE_HALF (8<<14)
I should have mentioned. HMDs are only ever going to be one of those flags. I'm not sure exactly, but one of the SIDE_BY_SIDE ones, depending on what "full" and "half" mean. I suspect that "full" means a full screen per eye, and "half" means half a screen per eye. Both styles are used, though "half" is much more common. I could be wrong. I could look this up, but I'm tired and will probably catch up on sleep soon. OK, so that means there are only ever going to be two of them, both very similar, not sure if that will even affect the code at all. > Of course, this is all dependant on being able to Actually Get > Wayland/Weston running (ie: does Not work on Some hardware like > nvidia binary blobs), but does work with Intel OSS drivers, nouveau > drivers work well also, and I hear that some AMD drivers work too... Alas I use nVidia binary blobs on my Linux desktop. To do cutting edge HMD coding, I'll need to stick to the latest nVidia blobs. So no Wayland for that box. I'm building a tiny ARM based box though, and that wont be running HMD stuff any time soon, I could at least experiment with Wayland on that. I'll probably get a beefier ARM system one day, and try to get virtual world / HMD stuff running well on it. Then Android, and maybe iPhone last (I not only don't own one, I've only ever touched one once for a few minutes). -- A big old stinking pile of genius that no one wants coz there are too many silver coated monkeys in the world.
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