XNA 中的真正立体四边形缓冲 [英] True stereoscopic quad buffering in XNA

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本文介绍了XNA 中的真正立体四边形缓冲的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我们正在尝试使用 NVidia 3D Vision 在 XNA 中为 Windows PC 游戏制作 3D 立体视觉,我们真的不知道这是如何实现的,现在只是浏览 XNA 文档,同时我们找到了一些立体 3D 的示例,我们想知道是否有任何方法可以使其与 NVidia 与其 3D Vision 软件包捆绑在一起的 Active 眼镜一起使用.

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.

我们也很想听听任何关于如何在 Xbox360 上进行这项工作的替代方案,当然不戴眼镜.

We would also love to hear any alternatives as to how we could make this work on Xbox360, without the glasses of course.

提前致谢:3

推荐答案

要启用四缓冲,在 XNA 3.1 中,您需要的是 (MSDN):

To enable quad-buffering, in XNA 3.1, what you are looking for is (MSDN):

PresentationParameters.BackBufferCount = 3;

您还需要打开 VSync.

You will also want to have VSync turned on.

您可能会发现您需要要么不使用 Game 类,要么不寻常地"使用它.如果您发现自己必须编写自己的绘图循环,那么您想要的函数是 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 PresentationParameters 的 XNA 4.0 文档,该功能已被移动或删除.但 4.0 仍处于测试阶段,因此 API 和文档尚未最终确定.

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XNA 中的真正立体四边形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IT屋!

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