问题描述
我们正在尝试使用NVIDIA的3D立体幻镜,使在XNA的Windows电脑游戏的3D立体工作,我们真的不知道如何做到这一点实现,现在刚刚通过XNA文档掠过,当我们发现了一些例子立体3D ,我们想知道是否有什么办法使之与主动式眼镜,NVIDIA公司捆绑其3D视觉包装工作。
We are trying to make 3D stereoscopy work within XNA for Windows PC Games using NVidia 3D Vision, we really have no idea how this would be achieved and are just now skimming through the XNA documentation, while we found some examples for anaglyph 3D, we were wondering if there was any way to make it work with the Active glasses that NVidia bundles with its 3D Vision package.
我们也很乐意听到任何的替代品,我们如何能够使这项工作在XBOX360,没有当然的眼镜。
We would also love to hear any alternatives as to how we could make this work on Xbox360, without the glasses of course.
在此先感谢:3
推荐答案
要启用四缓冲,在XNA 3.1 ,你正在寻找的是(<一个href="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.$p$psentationparameters.backbuffercount(XNAGameStudio.31).aspx"相对=nofollow> MSDN ):
To enable quad-buffering, in XNA 3.1, what you are looking for is (MSDN):
PresentationParameters.BackBufferCount = 3;
您也想拥有垂直同步打开。
You will also want to have VSync turned on.
您可能会发现你需要或者不使用游戏
类或使用该异常。如果你发现自己有写自己的平局循环,你想要的功能是<一个href="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.graphicsdevice.$p$psent(v=XNAGameStudio.31).aspx"相对=nofollow> 的GraphicsDevice。present
。
You may find you need to either not use the Game
class or use it "unusually". If you find yourself having to write your own draw loop, the function you want is GraphicsDevice.Present
.
现在的坏消息是,根据<一href="http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.graphics.$p$psentationparameters_members.aspx"相对=nofollow> XNA 4.0文档 presentationParameters
,该功能已被移动或删除。但是,4.0仍处于测试阶段,因此API和文档不是最终还。
Now the bad news is that according to the XNA 4.0 documentation for PresentationParameters
, that feature has been moved or removed. But 4.0 is still in beta, so the API and documentation are not final yet.
这篇关于在XNA真正的立体四缓冲的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!