Opened 5 years ago
Last modified 3 months ago
#1316 assigned enhancement
stereo display support
Reported by: | Antoine Martin | Owned by: | Antoine Martin |
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Priority: | major | Milestone: | future |
Component: | core | Version: | trunk |
Keywords: | Cc: | dennis.schridde@… |
Description (last modified by )
For VR, etc..
This is likely to be tied to how each graphics drivers implement stereoscopic support.
I 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.
This may require us to run in desktop mode with multiple X11 screens and forward each one to the client.
Then 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 NVIDIA 3D VISION PRO AND STEREOSCOPIC 3D. (we don't need to worry about fulcrum and parallax)
See nvidia driver xconfigoptions.
Other links:
- VirtualGL Stereographic Rendering
- #1317 may help with pixel capture performance
Change History (8)
comment:2 Changed 5 years ago by
Description: | modified (diff) |
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comment:3 Changed 5 years ago by
Description: | modified (diff) |
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comment:4 Changed 4 years ago by
Cc: | dennis.schridde@… added |
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comment:7 Changed 19 months ago by
Milestone: | 4.0 → 4.1 |
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comment:9 Changed 3 months ago by
this ticket has been moved to: https://github.com/Xpra-org/xpra/issues/1316
Referring to the nvidia stereo options values:
So the only mode that we're likely to be able to forward is (4).