Click here to Skip to main content
11,702,396 members (69,601 online)
Rate this: bad
good
Please Sign up or sign in to vote.
See more: C# DirectX 3D
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:
1. I'm loading two textures (Red.png and Blue.png) on surface (_imageLeft and _imageRight), in function LoadSurfaces()
2. Set3D() function puts those two images side-by-side to one bigger image which has the size of 2x Screen width and Screen height + 1 (_imageBuf).
3. Set3D() function continues by appending the stereo signature on the last row.
4. OnPaint()-function takes the back buffer (_backBuf) and copies the content of the combined image (_imageBuf) to it.

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#.

Here 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();
}
Posted 9-May-11 0:22am
Andows163
Edited 9-May-11 0:53am
v2
Comments
ghvcdthv at 19-Aug-13 20:31pm
   
I have a question.
When I use these function:
_imageLeft = Surface.FromBitmap(_device, (Bitmap)Bitmap.FromFile("Blue.png"), Pool.Default);

it is delayed. So I can not display images like camera living.
May you give me a solution for faster display these Images?
Thank you so much!
Rate this: bad
good
Please Sign up or sign in to vote.

Solution 1

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. Smile | :)
  Permalink  
Rate this: bad
good
Please Sign up or sign in to vote.

Solution 2

I need not full screen mode. Please help.
  Permalink  

This content, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)

  Print Answers RSS
0 Maciej Los 515
1 Sergey Alexandrovich Kryukov 355
2 OriginalGriff 299
3 CHill60 145
4 Mika Wendelius 115
0 OriginalGriff 8,369
1 Sergey Alexandrovich Kryukov 7,547
2 CPallini 4,922
3 Maciej Los 4,411
4 Mika Wendelius 3,556


Advertise | Privacy | Mobile
Web03 | 2.8.150819.1 | Last Updated 19 Aug 2013
Copyright © CodeProject, 1999-2015
All Rights Reserved. Terms of Service
Layout: fixed | fluid

CodeProject, 503-250 Ferrand Drive Toronto Ontario, M3C 3G8 Canada +1 416-849-8900 x 100