I’m trying to make a very simple application which would display different images on each eye. I have Asus VG236H monitor and NVIDIA 3D Vision kit, the stereo 3D shutter glasses. The I’m using C#, .NET Framework 2.0, DirectX 9 (Managed Direct X) and Visual Studio 2008. I have been searching high and low for examples and tutorials, have actually found a couple and based those I have created the program but for some reason I can’t get it working.
When looking for examples how to display different images for each eye, many people keep referring to the NVIDIA presentation at GDC 09 (the famous GDC09-3DVision-The_In_and_Out.pdf document) and the pages 37-40. My code is mainly constructed based on that example:
When I run the program, shutter glasses start working, but I only see the two images side-by-side on the screen. Could someone help out and tell me what am I doing wrong? I believe that solving this problem might also help others as there does not yet seem to be a simple example how to do this with C#.
Below are the tactical parts of my code. Complete project can be downloaded here: http://koti.mbnet.fi/jjantti2/NVStereoTest.rar
public void InitializeDevice()
{
PresentParameters presentParams = new PresentParameters();
presentParams.Windowed = false;
presentParams.BackBufferFormat = Format.A8R8G8B8;
presentParams.BackBufferWidth = _size.Width;
presentParams.BackBufferHeight = _size.Height;
presentParams.BackBufferCount = 1;
presentParams.SwapEffect = SwapEffect.Discard;
presentParams.PresentationInterval = PresentInterval.One;
_device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
}
public void LoadSurfaces()
{
_imageBuf = _device.CreateOffscreenPlainSurface(_size.Width * 2, _size.Height + 1, Format.A8R8G8B8, Pool.Default);
_imageLeft = Surface.FromBitmap(_device, (Bitmap)Bitmap.FromFile("Blue.png"), Pool.Default);
_imageRight = Surface.FromBitmap(_device, (Bitmap)Bitmap.FromFile("Red.png"), Pool.Default);
}
private void Set3D()
{
Rectangle destRect = new Rectangle(0, 0, _size.Width, _size.Height);
_device.StretchRectangle(_imageLeft, _size, _imageBuf, destRect, TextureFilter.None);
destRect.X = _size.Width;
_device.StretchRectangle(_imageRight, _size, _imageBuf, destRect, TextureFilter.None);
GraphicsStream gStream = _imageBuf.LockRectangle(LockFlags.None);
byte[] data = new byte[] {0x44, 0x33, 0x56, 0x4e, //NVSTEREO_IMAGE_SIGNATURE = 0x4433564e
0x00, 0x00, 0x0F, 0x00, //Screen width * 2 = 1920*2 = 3840 = 0x00000F00;
0x00, 0x00, 0x04, 0x38, //Screen height = 1080 = 0x00000438;
0x00, 0x00, 0x00, 0x20, //dwBPP = 32 = 0x00000020;
0x00, 0x00, 0x00, 0x02}; //dwFlags = SIH_SCALE_TO_FIT = 0x00000002;
gStream.Seek(_size.Width * 2 * _size.Height * 4, System.IO.SeekOrigin.Begin); //last row
gStream.Write(data, 0, data.Length);
gStream.Close();
_imageBuf.UnlockRectangle();
}
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
{
_device.BeginScene();
// Get the Backbuffer then Stretch the Surface on it.
_backBuf = _device.GetBackBuffer(0, 0, BackBufferType.Mono);
_device.StretchRectangle(_imageBuf, new Rectangle(0, 0, _size.Width * 2, _size.Height + 1), _backBuf, new Rectangle(0, 0, _size.Width, _size.Height), TextureFilter.None);
_backBuf.ReleaseGraphics();
_device.EndScene();
_device.Present();
this.Invalidate();
}
A friend of mine found the problem. The bytes in the stereo signature were in reversed order. Here is the correct order:
byte[] data = new byte[] {0x4e, 0x56, 0x33, 0x44, //NVSTEREO_IMAGE_SIGNATURE = 0x4433564e;
0x00, 0x0F, 0x00, 0x00, //Screen width * 2 = 1920*2 = 3840 = 0x00000F00;
0x38, 0x04, 0x00, 0x00, //Screen height = 1080 = 0x00000438;
0x20, 0x00, 0x00, 0x00, //dwBPP = 32 = 0x00000020;
0x02, 0x00, 0x00, 0x00}; //dwFlags = SIH_SCALE_TO_FIT = 0x00000002;
The code works perfectly after this change. This code might even serve as a good tutorial for someone else attempting the same thing. :)
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