Re: [osg-users] 3D Frame Packing with OSG

2012-03-02 Thread Erin Morrow
Hi,

I've found a solution to using the Sony HMZT1 with OSG and a Quadro FX 3800. It 
basically comes down to setting the following as per the Quad Buffered 3D 
Stereo instructions in C:\NVIDIA\DisplayDriver\driver version\your 
OS\International\NV3DVision\nvst3.chm which say:

To enable quad-buffered professional stereo:

From the NVIDIA Control Panel navigation tree pane, under 3D Settings, select 
Manage 3D Settings to open the associated page.

Click the Global Settings tab.

From the Settings box, click Stereo-Display mode and then select the 
appropriate option, depending on your stereo hardware.

From the Settings box, click Stereo-Enable and then select On.

Click Apply.

From the NVIDIA Control Panel navigation tree pane, under Stereoscopic 3D, 
select Set up stereoscopic 3D to open the associated page.

Make sure the Enable stereoscopic 3D check box is cleared, then click Apply.

Sterescopic diplay type: should indicate Quadro professional stereo. It may 
be necessary to make the HMZT1 the primary display.

Then use: 

Code:
osg::GraphicsContext::WindowingSystemInterface* wsi = 
osg::GraphicsContext::getWindowingSystemInterface();
wsi-setScreenResolution(osg::GraphicsContext::ScreenIdentifier(screenNum), 
1280, 720); 


or similar to setup the correct resolution. Try testing with the osgViewer 
using the QUAD_BUFFER command line option and cow.osg and...

...Hello 3D Daisy!

Now on to integrating with our actual software. I would be curious if anyone 
figures out a way to make the HMZ T1 work with GeForce cards and OSG as my 
laptop doesn't have a Quadro.

Cheers,
Erin

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[osg-users] 3D Frame Packing with OSG

2012-03-01 Thread Erin Morrow
Hi,

I am trying to get OSG to output in 720p 3D frame packed format. My 
understanding is that this requires a screen resolution of 1280x1470 ( 
2x(1280x720) + 30 buffer) but I must be missing something as the Sony HMD I am 
sending the output to is not recognizing it as a 3D format although it is 
displaying a down-sampled 1280x1420 desktop. I have been using the OSGViewer 
with command line arguments to specify a stereo mode of vertical split and am 
setting the screen resolution with:


Code:
osg::GraphicsContext::WindowingSystemInterface* wsi = 
osg::GraphicsContext::getWindowingSystemInterface();
wsi-setScreenResolution(osg::GraphicsContext::ScreenIdentifier(screenNum), 
1280, 1470);



If anyone has some experience with this I would be grateful for some pointers.

Thank you!

Cheers,
Erin[/code]

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Re: [osg-users] 3D Frame Packing with OSG

2012-03-01 Thread Erin Morrow
Jason,

Thanks for the response. That link is helpful and i have done some research on 
the anatomy of modelines but no success yet.  I am running my code on windows 
and while we occasionally build for Linux I'm hoping I don't NEED to go that 
route to crack this problem. It appears that my graphics card (qaudro something 
or other, not in front of it right now) can output 1280x1470 as I can see a 
desktop with that resolution in the HMD when testing it as a custom resolution. 
The osg viewer is launching without complaint at that resolution as well. 
Unfortuntely the HMDis not recognizing it as a 3D source. I will try your 
suggestion of forcing the black band between viewports. I wonder if the HMZT1 
processing box is actually looking for black pixels in the middle of the source 
when it is determining if it should consider it a 3D format? I am having 
trouble finding this type of information for both the format and the device 
itself. 

Cheers,
Erin

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Re: [osg-users] OSG 2.9.9 - Problem building osgSim

2010-09-24 Thread Erin Morrow
Hi,

For now I think the best thing is to compile OSG with the standard GL.h and 
only use the Qt version when absolutely necessary for our project specific work.

Thank you!

Cheers,
Erin

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Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-24 Thread Erin Morrow
Hi JS,

Can you confirm that the 2 examples you mention in your post made it into the 
2.9.9 developer release? 

Thank you!

Cheers,
Erin

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Re: [osg-users] OSG 2.9.9 compile issues on Mac with Qt 4.6.3, other Qt issues

2010-09-24 Thread Erin Morrow
Hi,

I was referring to the osgViewerQt* examples - though I can see that is not 
clear in my original post! Thank you for the clarification. I have built all 
the QT examples in 2.9.9 at this point and they seem to be working great.

Cheers,
Erin

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[osg-users] OSG 2.9.9 - Problem building osgSim

2010-09-23 Thread Erin Morrow
Hi,

When building 2.9.9 the following warnings/errors are generated:

1SphereSegment.cpp
1.\SphereSegment.cpp(1368) : warning C4091: '' : ignored on left of 'double' 
when no variable is declared
1.\SphereSegment.cpp(1368) : error C2143: syntax error : missing ';' before 
'constant'
1.\SphereSegment.cpp(1368) : error C2106: '=' : left operand must be l-value

Build environment is Windows 7, VS2008 SP1, 64bit release with QT. Does the 
variable rad2 in line 1368 of SphereSegment.cpp redefine a macro or typedef? 
Renaming this variable eliminates the compile error.

Thank you!

Cheers,
Erin

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Re: [osg-users] OSG 2.9.9 - Problem building osgSim

2010-09-23 Thread Erin Morrow
Hi,

So this issue (and many others) arises from the GL.h file that QT installs in 
place of the default windows version. Reverting to the vanilla GL.h file 
fixes it. Does anyone understand why QT does this and are there any tips for 
making QT play nice with OSG?

Thank you!

Cheers,
Erin

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Re: [osg-users] Build Osg with 64Bit (dependency)

2010-03-25 Thread Erin Morrow
Hi,

We've been banging our heads against the Collada DOM dependency chain for 
awhile now. Thank you for posting these binaries and source. A very nice piece 
of work!

Thank you!

Cheers,
Erin

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