What hardware and software do I need for hardware stereo

Quad-buffered Stereo OpenGL To use quad-buffered stereo OpenGL you normally require a 'professional' graphics card that supports it such as NVidia Quadro series, Oxygen's, Wildcats, etc. Many NVidia graphic cards (apart from GeForceFX) can have their Detonator drivers modified by the programme RivaTunerso that quad-buffered stereo is available (if enabled) under Win2000/XP. Quad-buffered OpenGL on nVida Quadro | NVIDIA GeForce Forums May 31, 2010 Quad Buffered Stereo Support - Documentation - Unigine

Quad-buffered Stereo

Quad Buffered Stereo Support - Documentation - Unigine To make sure that the Quad Buffered Stereo mode is enabled, check the log file. The Quad Buffer Context should be added to the OpenGL flags string. For example, if you use the NVIDIA Quadro graphics card and run your application on Windows, you should configure the NVIDIA driver as follows: GitHub - iebeid/quad-buffered-stereo: A simple OpenGL

By specifying greater or less as the depth condition, OpenGL can make the assumption that you'll only write depth values larger or smaller than the fragment's depth value. This way OpenGL is still able to do early depth testing when the depth buffer value is part of the other direction of gl_FragCoord.z.. An example of where we increase the depth value in the fragment shader, but still want to

Rendering Stereoscopic 3D Models using OpenGL | Packt Hub Aug 24, 2015 AMD Radeon HD and OpenGL Quad Buffer Stereo | Community I have a graphics card with an AMD Radeon HD 7750 GPU and I've written an application using OpenGL quad buffer stereo (QBS). I wasn't expecting the application to work, but low and behold it actually works in stereo. To be honest, it only works in stereo in full screen … stereo3d.com webboard: Quad buffered stereo with QuadroFx just to clarify, the distinction i'm trying to make between quad buffered stereo apps and pixel shifting is there are some opengl stereo drivers that simply take the depth buffer and back-compute 2 view frusta, shift the left and right pixels slightly and give pretty decent stereo. Is it possible to custom-render stereoscopic 3D using