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Changes between Initial Version and Version 2 of Ticket #1316


Ignore:
Timestamp:
09/20/16 14:10:16 (4 years ago)
Author:
Antoine Martin
Comment:

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  • Ticket #1316

    • Property Status changed from new to assigned
  • Ticket #1316 – Description

    initial v2  
    11For VR, etc..
    22
    3 This is likely to be tied to how the graphics drivers implement stereo.
    4 Not sure this can be implemented or emulated in the dummy driver in a meaningful way.
     3This is likely to be tied to how each graphics drivers implement stereoscopic support.
     4I don't see how this can be implemented or emulated in the dummy driver in a meaningful way using the software opengl renderer. We could use two virtual dummy screens, but forcing applications to use separate screens for each eye is likely to be very difficult, even with a virtualgl-like interposer.
     5
    56This may require us to run in desktop mode with multiple X11 screens and forward each one to the client.
    6 Then the client code would probably need to use
     7
     8Then the client code probably just use a {{{PFD_STEREO}}} context and render each eye with {{{glDrawBuffer(BACK_LEFT)}}} / {{{glDrawBuffer(BACK_RIGHT)}}. See the opengl example in [http://www.nvidia.com/docs/IO/40505/WP-05482-001_v01-final.pdf NVIDIA 3D VISION PRO AND STEREOSCOPIC 3D]. (we don't need to worry about fulcrum and parallax)
    79
    810See [http://us.download.nvidia.com/XFree86/Linux-x86/370.23/README/xconfigoptions.html nvidia driver xconfigoptions].
     11
     12Other links:
     13* [http://www.virtualgl.org/vgldoc/2_2_1/#hd0016001 VirtualGL Stereographic Rendering]