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3D Vision patch (v2 !!)
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3D Vision patch (v2 !!)
06-20-2010, 12:59 AM
#51
ector Offline
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(04-28-2010, 05:26 PM)torturedutopian Wrote: Hi !
I was wondering something... Would it be possible to get the stereoscopic filter to work with different kinds of glasses ? For instance, the cheap transparent disposable glasses ("real3D") given in the movie theatres for Avatar ? (there were 2 distinct technologies, I'm refering to the ones people could keep afterwards)..
Bye !

Edit : Hmm, maybe I'm in the wrong thread, I'm refering to the "stereoscopic" shader, not to nvidia/win specific features as I'm a Linux/OpenGL user anyway Smile

Wrong thread or not, the Real3D glasses requires the monitor or film screen to be able to send different light with different circular polarizations at the same time. This is so that the light meant for the right eye only reaches the right eye, and the light for the left eye only reaches the left eye. So they will never work with a regular old 2D monitor - in cinemas they use a special projector that switches polarizations and images 120+ times per second.
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06-26-2010, 07:09 PM
#52
lenny12 Offline
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Well, i tried to create my own 3D vision patch but failed even to initialize the 3D device on the newest snapshot. Besides, does anyone know the latest SVN version that worked with the 3d vision Patch? Rev 5335 is the last version, i can patch normally and activate 3d vision but i get no depth and thus no 3d effect.
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07-03-2010, 07:52 AM (This post was last modified: 07-03-2010, 07:52 AM by jesse.)
#53
jesse Offline
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Just tried, and can verify the patch no longer works in the latest revisions. Man, I sure wish someone with more know-how was working on this Sad
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07-06-2010, 12:47 AM
#54
ricardokung Offline
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(03-29-2010, 02:51 AM)Oehr Wrote: you have to compile it with the patch applied. get the dolphin source, setup the libraries and applications you need in order to compile, apply the patch and happy compiling. its not that hard and pretty straight forward. theres a thread on how to compile in the svn builds forum(sticky).

EDIT: heres an untested build of r5247:
32bit: http://www.mediafire.com/?me15dwzem1z
64bit: http://www.mediafire.com/?hnr2gtmdmbj

Can you tell if this patched version works with the 3d vision glasses(not anaglyph),please?.If so,how to enable it.Thanks.
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07-06-2010, 07:08 AM
#55
threax Offline
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I have worked on this some more today and I have 3d vision working again with latest revs, but it is not as stable as before.

This version was made by changing the window style in emuwindow.cpp and the windowed variable to false in the present params.

The render.cpp file was also merged back to work as it did in 5194 before the xfb changes as I noted in my last post. This makes the 3d vision work again in the version I have built which is 5832. I do not know how far back you will be able to take the plugin or how far forward it will work, but it should work for a little while.

As I said before the changes that break 3d vision seem to be from this xfb stuff they added in 5194. I have no idea what this is, but I suspect it is rendering somewhere that 3d vision cannot intercept and make 3d. By using the old render code, which is essentially just passing the info to d3d it will make 3d vision work.

To use the patch you will just copy my d3dplugin.dll from the bin folder to your dolphin folders. I also included the source code files I had to change to make this work if you want to patch your builds to work.

My plugin that is included is only 64 bit, but you can make a 32 bit one from the source files included easily enough.

Please note that this is not very stable. It will work fine to start up and play a game, but if you click the mouse button and the device is lost it will crash the emu (this is also more or less how you quit). Since I just hard coded the fullscreen values it gets messed up when it tries to recreate the device. I am too lazy to fix this now, but I wanted to share a working 3d vision patch with everyone since 3d is awesome.

Download Link:

Mediafire Link
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07-06-2010, 10:52 AM (This post was last modified: 07-06-2010, 10:52 AM by lenny12.)
#56
lenny12 Offline
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Good work, even though i can't see much changes from the stock 5194 releases. Dolphin is quite fast and the 3D Plugin is the bottleneck, so we get little improvement if we stick to the old code...

Maybe we 3D ready people should vote, to show the developers how important is is ... or might be in the future!
3d vision issue @ dolphin bug tracker
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07-07-2010, 07:07 AM
#57
jesse Offline
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Awesome work, threax! Really would be great to see this back in the trunk - 3D is way too cool of a feature to let stay broken. Anyone who hasn't voted on the bug lenny12 linked to should definitely do it and help get this some visibility.
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07-07-2010, 09:36 PM (This post was last modified: 07-07-2010, 09:38 PM by threax.)
#58
threax Offline
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I am currently working on fixing it so it could go back into the trunk. I will just add an option to the dx plugin that enables the 3d vision pipeline or use the normal mode. I already have separated the functions that are required to do this and put them on a boolean toggle in my code, but for now its all hardcoded. The only actual functions that need changes are the RenderToXFB function and the Swap function in Render.cpp. The other functions are fine with the new versions. Of course I need to fix the window crash bug as well, but this is a start. As far as performance goes I do not believe there will be much difference even less so when you consider the hit from running 3d vision anyway. If anything it will break some compatibility, but that is why I plan to offer it as a toggle able option.

I will keep you all posted on my progress. I just spend a bit of time each day on this, but I want to get something done asap.
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07-09-2010, 09:50 AM (This post was last modified: 07-09-2010, 09:52 AM by threax.)
#59
threax Offline
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Hello again.

I have fixed up my patch a bit although most of the major issues are still there. The big change is I added a toggle to turn 3d vision on and off. I also isolated the code a bit better and implemented this in a cleaner way. This is still built against 5852 although very little has changed in the dx9 plugin since then and what has seems to be kinda unstable at least on my machine. For the record the newest version with its changes can be made to work in 3d vision, just not so great for me. There is some more somewhat important info in the Readme included so check that out.

I would really like to get this working well enough to get it into the trunk so its easier to get. If anyone has any ideas feel free to add them and upload another patch. If we can fix the stability problems I think there is no real reason not to add this. The other thing is to keep narrowing down what code actually breaks the 3d rendering and provide alternatives only for that. I bet its very minor in the end.

As usual this should work with versions close to this one 5852 is just what I used to compile its probably not required. Most of the dx9 stuff is a few hundred revisions old in 5852.

Download

Edit: I just realized I called the patch v2, which may be misleading since the last one was v4, but this one is newer.
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07-10-2010, 09:25 PM
#60
64ice
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Hi, work great for me Smile

thanks for the patch threax
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