OpenGL Wrapper to enable 3D Vision Support under Windows
New Features:
- Updated the wrapper to properly enumerate GL_EXTENSIONS on OpenGL contexts up to OpenGL 4.x.
- Rewrote the way the shaders are loaded. They now rely on CRC32 to be correctly identified.
- Shaders are now swapped at initialization in order to avoid other complications when swapped after creation.
- Added ability to load the [Shader_Compiler_Options] section real-time by pressing [F11] key.
- Added ability to specify specific separation & convergence value to different Shader Programs from the ini file.
- Updated the ini file parser so is more robust.
- Added ability to force the Wrapper to create a Fullscreen context if the information from the engine window says is in window mode when in fact is not.
- [Development version] Added ability to disable both pixel & vertex shader when is being selected.
- [Development version] Added ability to disable pixel & vertex shaders between and interval or not to stereorize them.
Updates:
- Rewrote the whole Shader Manager!
- Added CRC32 calculation to properly identy shaders.
- Massive rework on shader dump and loading/swapping mechanisms.
- Fixed a bug where the wrapper wasn't injection stereoscopy in vertex shaders in all possible & valid locations.
New Features:
- Added ability to enable/disable Legacy OpenGL calls for modifying the projection matrix and adding stereoscopy.(More functions require detouring.)
- Added ability to work on Aurora Engine games (Star Wars: Kotor 1 & 2).
- Added ability to get the Nvidia Profile associated with the game (via NVAPI) and enable 3D Vision compatibility: a. If a profile does not exist, the wrapper will generate a profile. (Name of Profile :"app.exe-3D Vision Wrapper".) b. If a profile exists, the wrapper will add the 3D Vision flags. c. If the Nvidia driver is reinstalled, the wrapper will automatically detect this and apply the correct profile again.
- Added Default Convergence Setting in the ini file. It is set when the profile is created initially.
- Added Ability to read and apply a Game Profile (from a Profile.nip file). It is set when the profile is updated initially. (The Application will require a restart in order for the settings to take effect.)
Updates:
- Updated to NVAPI 343.
- Added Thread Safety in the NVAPI threads.
- Updated Windows Version Query Mechanism from a legacy one as there were problems with correct initialization of the 3D Vision driver.
- Updated the Wrapper so it doesn't crash if/when 3D Vision is not present/disabled in NVPanel.
- Fixed other various crashes that appeared on improper initialization.
- Updated the Log Generation with additional information.
New Features:
- Automatic Hooking Mode.
- Alternative Buffer Flipping Mode.
- Partial implementation of loading ARB Object Shaders (required by Minecraft). ShaderSource, Compile & Link to be done.
Updates:
- Updated the Shader Source Hooking algorithm as sometimes the shader source code was incomplete.
- Fixed some crashes when using the Debug Info option (for intercepting draw calls).
- Implemented Window Resize (still prototype phase as it crashes in multiple games).
Ability to log the wrapper functions.
[3D Vision Specific]
- Ability to toggle 3D Vision Support ON/OFF (so you don't need to delete the wrapper files)
- Ability to trace some of the OpenGL draw functions (Hooking points for the wrapper)
- Ability to specify which hooking point to use
[3D Vision Automatic Enabling]
- Ability to enable or disable the Stereoscopic Shader Injection (equivalent of 3D Vision Automatic)
- Ability to specify up to 3 distinct Shader Stereoscopy Injection points and 3 distinct Shader Uniform Injection points
- Ability to specify the Stereoscopic Injection function.
[Shader Compiler]
- Automatic detection of Shader Compilation & Linking errors + full debug information.
- Ability to select a pair of shaders between which the Stereocopy will not be applied (for hunting shaders down)
- Ability to Change & Compile + Link a shader In real-time (so you can immediately see the difference)
- Ability to dump all shaders as soon as they are created.
- Ability to load own shaders during shader creation stage. Shader Support: Only GLSL is currently supported. No ARB Shaders support. (Please contact me if you want to help in this section) [Alternative 3D Vision Settings]
- Ability to query the current separation (depth) and convergence values that are being applied
- Ability to bind a different convergence value to a keyboard key/mouse button (hold to work/ toggle mode)
[FPS Frame cap Remover Support]
- Ability to write your own plugin that removes the FPS lock in a game.
[Wrapper Versions]
- A Development version for creating a FIX.
- A Public Release version for using a FIX.
Supported Platforms:
- Windows 7(and above) x86(32 bits) and x64(64 bits). HOT-KEYS USED FOR DEVELOPEMENT
Keyboard Key : Functionality : [F8] Shader Compiler: Toggle between Vertex and Pixel Shader for the current selected Shader Program [F9] Shader Compiler: Compile & Link the Current Vertex or Pixel Shader for the current selected Shader Program [F10] Show Current 3D Vision Settings: Separation/Depth and Convergence values that are being applied [CTRL] + [+] Shader Compiler: Select the Next Shader Program [CTRL] + [-] Shader Compiler: Select the Previous Shader Program
For latest BUILD and DOCUMENTATION go to: http://3dsurroundgaming.com/OGL3DVision.html
Prerequisites:
- Microsoft
- Visual Studio 2013
- NVAPI libraries.
- DirectX Software Development Kit
- For x64 build it requires "Intel C++ Compiler" (as Ms decided NOT to support emmbeded assembly into C/C++ code in x64)