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How do you implement Stereoscopic 3D?


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#1 Tispe   Members   -  Reputation: 978

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Posted 13 September 2012 - 04:58 AM

It seems that Nvidias stereoscopic 3D can take normal games and make it into 3D just with some tweaks on the driver level.

I have the glasses and turned it on but I get two images on both eyes.

In my shader I have a global float4x4 ViewProj which is passed from the application. Do I need to pass them seperatly such that the drivers can pick up the View matrix and do its magic transparent to me? Do I need some semantics for the View matrix if this is the case?

Or do I need to do everything from scratch, toggle each frame back and forth offsetting the camera position?

A simple tutorial? I have trouble finding one on google....

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