T2 Screenshots.
Moderators: jesterKing, stiv
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hmm... i also can't wait for unreal engine 3, but there is sort of an problem, there is no support for the unreal file formats... except for hte ase file format...
http://www.blender.org/modules.php?op=m ... pic&t=3259
note: i would like to see an ase exporter included with blender, but it should be based on the one that was at piffle.org.
http://www.blender.org/modules.php?op=m ... pic&t=3259
note: i would like to see an ase exporter included with blender, but it should be based on the one that was at piffle.org.
to get it in colour all you have to do is put the green into the blue channel, making it cyan. it would be cool to have the option of red/blue, red/green or red/cyan and also be able to set the distance between the cameras, and the seperation of the images on the screen. though obviously this is all still in development, this is just a wish list. 
thanks alien-xmp

thanks alien-xmp
but, iirc that isn't possible to see on a computer montorawalker wrote:About the anaglyph stereo, is it possible to have it in color instead of blue and red. Say like the film bionical in lego land ???
iirc, the way it is done is this
you wear polarized glasses [they are grey], and one lens is oriented [the polarized part] 90 degrees different from the other.
so, before you understand that, I need to explain essentially how lcd displays work
so, the liquid crystal in lcd displays is polarized, and there is a polarized layer on top of them
the liquid crystal changes [turns the polarization] when a current is applied, and this isn't visible unless viewed through a polarized film [which is on top of such lcds], in which case it turns black
okay, so back to the theatre
the image for the left and right eyes are projected through polarized films as well, and [like the lenses] one is rotated 90 degrees
so, one eye will the the image for the other eye through the lenses as black because of the rotation of the polarized things, this allows color and both images projected at once
however, if you turn your head sideways 90 degrees the illusion will fail, the images your eyes see will be swapped
so, back to my point
computer monitors aren't implemented as two seperate projectors, there is no way to have the alternate polarization on the same spot on screen so you couldn't get that effect
that said, there are displays where for example there is a wavy lens which will show each eye its own picture on the [higher resoultion vertical interlaced more-or-less] display, if you head is properly positioned
that shouldnt' require extra effort to take advantage of in blender, but I do not think any blender users have such displays
Ok, but even if monitors can't do polarize, there are still other methods that may come close. There's Chroma depth http://www.3dglassesonline.com/3d-chrom ... index.html and true view http://www.3dglassesonline.com/3d-truev ... index.html Would any of these work ? I seen polarize films without the glasses and it looks more like a blur on top the original image.
6800 is current HW, and YES even on an 6800, the UE3 tech demo runs at a minimun acceptable frame rate... But nice stuff, Kester! I hope all of those (including the accum. buffer) will be implemented into the next release.were you aware that the unreal 3 engine is slow on current hardware?
as in, unusuably slow...
Now we are finally getting somewhere with the Blender game engine, I mean, people are comparing it to the UE3 engine! Can't wait!

I agree with R2Blend, I believe we should implement as many feature as possible into the main UI, instead of telling people to code it in Phython.levon wrote:we dont need mouse x and mouse y seperate components, this can be done in python realy easily.
the only one i would like to see is a midi input, but i know that its not something that will get into it unless i code it myself, so it will be a while.

sure but there are other things more importaint then rewriting something that can allready be done.mpan3 wrote:I agree with R2Blend, I believe we should implement as many feature as possible into the main UI, instead of telling people to code it in Phython.levon wrote:we dont need mouse x and mouse y seperate components, this can be done in python realy easily.
the only one i would like to see is a midi input, but i know that its not something that will get into it unless i code it myself, so it will be a while.
http://snailrose.home.bresnan.net/tmp/tutorial.zip has a tutorial on how to use the mouse x and y components.
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creature from the black lagoon
many years ago I saw 3D glasses with LCD shutters that allow you to see stereoscopic 3D on a regular computer monitor (by alternating left/right images.) They were demoing Descent - now that's old.
Since I was born cross-eyed and have no depth perception, I didn't see much point to it
(except that they magnified the screen so you could use a wider camera angle and get more peripheral vision.)
Since I was born cross-eyed and have no depth perception, I didn't see much point to it

I still believe though that there should be sensor bricks for mousemoves and even some sort of "mouselook" brick for easier modular access. I believe most of these functions should be bricked so that artists or even children who dont program may actually make a functional game in literally seconds.
RonC
RonC