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DP in 3D Vision: Works perfect in DX9 except Pretty Water

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  • DP in 3D Vision: Works perfect in DX9 except Pretty Water

    Hello everyone. Allow myself to introduce....myself.

    Heh. Anyways I've been browsing these forums for about a week or so been tinkering with Quake a lot. The work you've all been doing on here is really great.

    I'm pretty n00b but I've been tinkering with DP for a while, trying to get it to work with 3D Vision.

    Now 3D Vision doesn't officially support older OpenGL games, however thanks to GlDirect - GLDirect | Free software downloads at SourceForge.net - all you have to do is use the provided opengl32.dll, place it the same folder as the .exe and it works like a charm.

    I'll try not to rant too much. So using that method and some older DP builds I got the game working almost perfectly in full stereoscopic 3D.

    When I tried using the hacked opengl32.dll file with newer builds however, it wouldn't work. So I had to resort to older builds and I couldn't use high poly models, pretty water, and some environmental effects.

    Then finally today I realized the newer builds will work if you just use the vid_dx9 and vid_restart commands to render in DX9 instead of OpenGL.

    Now I'm using a new DP build (20110625) and by rendering with DX9 the 3D is working perfectly and I can use the high poly models and everything else.....except Pretty Water.

    It's such a minor thing but it's nagging me that I can't get it to work or at least figure out why. Maybe it's painfully obvious to someone more experienced.

    I tried a few releases of pretty water and the results are always the same. I cannot get it to look like it should with the DX9 render.

    I've confirmed it works otherwise.

    For example when I use the (newest?) Pretty water, the .pk3 pack and I enter the command "exec_water.cfg" it gives me the message "r_glsl is read only".

    r_water "1" is in the config as it should be.

    Can anybody shed some light on why this is? Even if I can never get it working I really like learning about this stuff so if someone could explain it to I'd appreciate it!

    System specs: (Although in this case I don't think they matter, but what the hell):

    Intel i5 750 @ 2.67 Ghz
    8GB RAM
    Windows 7 64 Bit
    EVGA GeForce GTX 650 Superclocked 1202MHZ 2GB 5GHZ GDDR5

  • #2
    i played quake in 3d a few times with my cheep china glasses but i use the 3d options

    r_stereo_redblue 0
    red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)

    r_stereo_redcyan 0
    red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D
    r_stereo_redgreen 0
    red/green anaglyph stereo glasses (for those who don't mind yellow)
    r_stereo_separation 4
    separation of eyes in the world (try negative values too)
    r_stereo_sidebyside 0
    side by side views (for those who can't afford glasses but can afford eye strain)
    i was wondering if the r_stereo_separation or r_stereo_sidebyside work with a 3dtv?

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    • #3
      are we talking red/blue 3D or like, l33t 3D new tech!
      Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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      • #4
        i was playing with

        wish i had

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        • #5
          opengl has had stereoscopic support since gl 1.0 (typically refered to as quad-buffered rendering)
          but that doesn't mean that nvidia or ati actually want to acknowledge that.
          It thus requires quatro (ie: really expensive) gpus for it to actually work. Don't know about ati.
          '3d vision' is basically a disgusting hack that distorts the colour image based upon the depth buffer.

          in dp, you apparently need to set vid_stereobuffer (as well as configure r_stereo_separation appropriately), and it'll need a vid_restart or something.
          This will enable true support for quad-buffered/stereoscopic rendering in opengl, but your drivers will also need to not be crippled for this to work.
          (for completeness, d3d supports quad-buffered rendering only with d3d11.1+ (ie: windows8+ only), which dp does not support/utilize).
          Some Game Thing

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          • #6
            I found 4 passive 'Real 3D' glasses using the grey tinting shiat, but didn't know if I could get it to do anything on a regular LCD monitor!
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #7
              Sorry I didn't clarify, I'm using Nvidia's 3D Vision, so it's not red/blue they're 120mhz shutter glasses.

              "3D Vision (previously GeForce 3D Vision) is a stereoscopic gaming kit from Nvidia which consists of LC shutter glasses and driver software which enables stereoscopic vision for any Direct3D game, with various degrees of compatibility."

              A bit more for anyone interested:

              Nvidia 3D Vision - Wikipedia, the free encyclopedia

              They're pretty sweet. A lot less gimmicky than you might think. I don't think they support DX11 though so the future looks grim but it's still awesome to play immersive games like Quake, Bioshock in 3D.

              It's been days lol but I put together a decent build of DarkPlaces for myself.

              Still can't get the pretty water to render properly in DX9 though. Does anyone know why it would work 100% when using the default (OpenGl?) render but when tried in DX9 it refuses to do so. (I tried different builds of DP and Pretty Water)

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