I have a Nvidia Quadro card and CloudCompare works well for me in 3D Vision mode on an interlaced 3D screen I have. There is a problem though in that the L/R views are swapped and so the glasses need to be put on upside-down for the stereo to be correct.
Nvidia control panel has a "swap eyes" setting (for Quad buffered stereo) which seems to have no effect on the behaviour of CloudCompare.
I'm wondering if there may be any way of swapping the stereo pairs in the CloudCompare app? I can't see any mention of it in the manual and I'm guessing there may not be such a setting.
Thanks!
Stereoscopic eye swap
Re: Stereoscopic eye swap
Indeed there's no such setting. What kind of glasses do you have? The NVidia ones?
Daniel, CloudCompare admin
Re: Stereoscopic eye swap
Thanks for your reply Daniel! No, I'm using polarised glasses with a 3D TV. Stereo is set to "horizontal interlaced stereo display" in the Nvidia settings. As I mentioned there is also an eye swap setting but this doesn't seem to have any effect. With usual (windowed) Quad buffered apps this setting does swap the views.
Nvidia of course has now ceased support for 3D Vision in their latest driver branch although quad buffered support remains for Quadro cards, including with 3D vision glasses in certain configurations it seems. This means your active stereo setting would be mainly of interest to Quadro users going forward...or GeForce users remaining with older drivers.
Nvidia of course has now ceased support for 3D Vision in their latest driver branch although quad buffered support remains for Quadro cards, including with 3D vision glasses in certain configurations it seems. This means your active stereo setting would be mainly of interest to Quadro users going forward...or GeForce users remaining with older drivers.
Re: Stereoscopic eye swap
Yes I realized that recently, and sadly I can't use my NVidia glasses anymore :|
And for your issue, it's hard to tell. We do render the scene for each eyes in the GL_BACK_LEFT and GL_BACK_RIGHT buffers, so I would assume that the option to 'invert' them would act on that... But maybe it's only supported by DirectX and not OpenGL? (random guess).
Not sure how to help on that issue... We should look if this is a know issue?
And for your issue, it's hard to tell. We do render the scene for each eyes in the GL_BACK_LEFT and GL_BACK_RIGHT buffers, so I would assume that the option to 'invert' them would act on that... But maybe it's only supported by DirectX and not OpenGL? (random guess).
Not sure how to help on that issue... We should look if this is a know issue?
Daniel, CloudCompare admin
Re: Stereoscopic eye swap
Sorry, it seems likely that the issue is with the Nvidia driver here. Eye swap under Windows seems to be problematic at the moment I have raised the issue with Nvidia.