Problems with Stereo Fullscreen View

I am working on creating a C++ program that renders OpenGL in Stereo mode. I was able to get the program working except when I switch to fullscreen. In other words stereo viewing is functional in windowed mode, but shuts off as soon as I switch over into fullscreen. Once I am in fullscreen mode the image flickers (I think because the screen switches back to 60Hz from the 120Hz used for stereo, maybe?), and my glasses turn off, but the emitter still has the light on that means it is sending a stereo signal. Can anyone see what I am missing to get fullscreen rendering working?

I am using a NVidia Quadro Driver with the NVidia Geforce 3D Vision Kit (i.e. shutter glasses with an emitter). My OS is Windows Server 2003. I am using Visual Studio .NET 2003 to develop in.

As far as the software goes I mainly combined two example programs I found on the internet. For creating a OpenGL window in a Win32 I used the “Setting Up An OpenGL Window” tutorial from NeHe’s site (http://nehe.gamedev.net/lesson.asp?index=01). For the stereo code I used Paul Bourke’s Stereo Pulsar Example (Tutorial: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/, Stereo Pulsar Code: http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/pulsar.c).

Here is my source code:
Note: I also had to include “OpenGL32.lib GLu32.lib” in “Project properties > Linker > Command Line” for this code to compile.

Stereo_Win32.cpp


/*
 *		This Code Was Created By Jeff Molofee 2000
 *		A HUGE Thanks To Fredric Echols For Cleaning Up
 *		And Optimizing This Code, Making It More Flexible!
 *		If You've Found This Code Useful, Please Let Me Know.
 *		Visit My Site At nehe.gamedev.net
 */

#include <windows.h>		// Header File For Windows
#include <GL\gl.h>			// Header File For The OpenGL32 Library
#include <GL\glu.h>			// Header File For The GLu32 Library
#include <GL\glut.h>

#include "Stereo.h"
#include "Camera.h"

Camera camera;				// Camera for left and right stereo viewpoints
Stereo stereo = Stereo(&camera);

HDC			hDC=NULL;		// Private GDI Device Context
HGLRC		hRC=NULL;		// Permanent Rendering Context
HWND		hWnd=NULL;		// Holds Our Window Handle
HINSTANCE	hInstance;		// Holds The Instance Of The Application

bool	keys[256];			// Array Used For The Keyboard Routine
bool	active=TRUE;		// Window Active Flag Set To TRUE By Default
bool	fullscreen=TRUE;	// Fullscreen Flag Set To Fullscreen Mode By Default

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)		// Resize And Initialize The GL Window
{
	if (height==0)										// Prevent A Divide By Zero By
	{
		height=1;										// Making Height Equal One
	}

	glViewport(0,0,width,height);						// Reset The Current Viewport

	camera.screenwidth = width;
	camera.screenheight = height;
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
	return TRUE;										// Initialization Went OK
}

void Render(void)
{
	glPushMatrix(); // Rotation

    glRotatef(45,0.0,1.0,0.0);

    glColor3f(0,1,1);
    glBegin(GL_TRIANGLES);
	 	glVertex3f(30,0,0);
		glVertex3f(0,30,0);
		glVertex3f(-30,0,0);
    glEnd();

	glBegin(GL_LINES);
		// Red
		glColor3f(1,0,0);
		glVertex3f(0,0,0);
		glVertex3f(100,0,0);

		// Green
		glColor3f(0,1,0);
		glVertex3f(0,0,0);
		glVertex3f(-100,0,0);

		// Blue
		glColor3f(0,0,1);
		glVertex3f(0,0,0);
		glVertex3f(0,100,0);

		// Teal
		glColor3f(0,1,1);
		glVertex3f(0,0,0);
		glVertex3f(0,-100,0);

		// Yellow?
		glColor3f(1,1,0);
		glVertex3f(0,0,0);
		glVertex3f(0,0,100);

		// White
		glColor3f(1,1,1);
		glVertex3f(0,0,0);
		glVertex3f(0,0,-100);
	glEnd();
	
    glPopMatrix(); // Rotation
}

int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();									// Reset The Current Modelview Matrix

	// Set camera to "home position"
	camera.CameraHome(1);

	stereo.InitStereo();
	
	// Render Right View
	stereo.SetupView(stereo.RIGHT);
	Render();
	
	// Render Left View
	stereo.SetupView(stereo.LEFT);
	Render();
	
	return TRUE;										// Everything Went OK
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		ChangeDisplaySettings(NULL,0);					// If So Switch Back To The Desktop
		ShowCursor(TRUE);								// Show Mouse Pointer
	}

	if (hRC)											// Do We Have A Rendering Context?
	{
		if (!wglMakeCurrent(NULL,NULL))					// Are We Able To Release The DC And RC Contexts?
		{
			MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))						// Are We Able To Delete The RC?
		{
			MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}
		hRC=NULL;										// Set RC To NULL
	}

	if (hDC && !ReleaseDC(hWnd,hDC))					// Are We Able To Release The DC
	{
		MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hDC=NULL;										// Set DC To NULL
	}

	if (hWnd && !DestroyWindow(hWnd))					// Are We Able To Destroy The Window?
	{
		MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;										// Set hWnd To NULL
	}

	if (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;									// Set hInstance To NULL
	}
}

/*	This Code Creates Our OpenGL Window.  Parameters Are:					*
 *	title			- Title To Appear At The Top Of The Window				*
 *	width			- Width Of The GL Window Or Fullscreen Mode				*
 *	height			- Height Of The GL Window Or Fullscreen Mode			*
 *	bits			- Number Of Bits To Use For Color (8/16/24/32)			*
 *	fullscreenflag	- Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE)	*/
 
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
	GLuint		PixelFormat;			// Holds The Results After Searching For A Match
	WNDCLASS	wc;						// Windows Class Structure
	DWORD		dwExStyle;				// Window Extended Style
	DWORD		dwStyle;				// Window Style
	RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
	WindowRect.left=(long)0;			// Set Left Value To 0
	WindowRect.right=(long)width;		// Set Right Value To Requested Width
	WindowRect.top=(long)0;				// Set Top Value To 0
	WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

	fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

	hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
	wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
	wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
	wc.cbClsExtra		= 0;									// No Extra Window Data
	wc.cbWndExtra		= 0;									// No Extra Window Data
	wc.hInstance		= hInstance;							// Set The Instance
	wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
	wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
	wc.hbrBackground	= NULL;									// No Background Required For GL
	wc.lpszMenuName		= NULL;									// We Don't Want A Menu
	wc.lpszClassName	= "OpenGL";								// Set The Class Name

	if (!RegisterClass(&wc))									// Attempt To Register The Window Class
	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;											// Return FALSE
	}
	
	if (fullscreen)												// Attempt Fullscreen Mode?
	{
		DEVMODE dmScreenSettings;								// Device Mode
		memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
		dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
		dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
		dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
		dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
		dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

		// Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
		if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
		{
			// If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By
Your Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{
				fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
			}
			else
			{
				// Pop Up A Message Box Letting User Know The Program Is Closing.
				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;									// Return FALSE
			}
		}
	}

	if (fullscreen)												// Are We Still In Fullscreen Mode?
	{
		dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
		dwStyle=WS_POPUP;										// Windows Style
		ShowCursor(FALSE);										// Hide Mouse Pointer
	}
	else
	{
		dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
		dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
	}

	AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

	// Create The Window
	if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
								"OpenGL",							// Class Name
								title,								// Window Title
								dwStyle |							// Defined Window Style
								WS_CLIPSIBLINGS |					// Required Window Style
								WS_CLIPCHILDREN,					// Required Window Style
								0, 0,								// Window Position
								WindowRect.right-WindowRect.left,	// Calculate Window Width
								WindowRect.bottom-WindowRect.top,	// Calculate Window Height
								NULL,								// No Parent Window
								NULL,								// No Menu
								hInstance,							// Instance
								NULL)))								// Dont Pass Anything To WM_CREATE
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
	{
		sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
		1,											// Version Number
		PFD_DRAW_TO_WINDOW |						// Format Must Support Window
		PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
		PFD_DOUBLEBUFFER |							// Must Support Double Buffering
		PFD_STEREO,									// Must Support Stereo
		PFD_TYPE_RGBA,								// Request An RGBA Format
		bits,										// Select Our Color Depth
		0, 0, 0, 0, 0, 0,							// Color Bits Ignored
		0,											// No Alpha Buffer
		0,											// Shift Bit Ignored
		0,											// No Accumulation Buffer
		0, 0, 0, 0,									// Accumulation Bits Ignored
		16,											// 16Bit Z-Buffer (Depth Buffer)  
		0,											// No Stencil Buffer
		0,											// No Auxiliary Buffer
		PFD_MAIN_PLANE,								// Main Drawing Layer
		0,											// Reserved
		0, 0, 0										// Layer Masks Ignored
	};
	
	if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	ShowWindow(hWnd,SW_SHOW);						// Show The Window
	SetForegroundWindow(hWnd);						// Slightly Higher Priority
	SetFocus(hWnd);									// Sets Keyboard Focus To The Window
	ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

	if (!InitGL())									// Initialize Our Newly Created GL Window
	{
		KillGLWindow();								// Reset The Display
		MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;								// Return FALSE
	}

	return TRUE;									// Success
}

LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
							UINT	uMsg,			// Message For This Window
							WPARAM	wParam,			// Additional Message Information
							LPARAM	lParam)			// Additional Message Information
{
	switch (uMsg)									// Check For Windows Messages
	{
		case WM_ACTIVATE:							// Watch For Window Activate Message
		{
			if (!HIWORD(wParam))					// Check Minimization State
			{
				active=TRUE;						// Program Is Active
			}
			else
			{
				active=FALSE;						// Program Is No Longer Active
			}

			return 0;								// Return To The Message Loop
		}

		case WM_SYSCOMMAND:							// Intercept System Commands
		{
			switch (wParam)							// Check System Calls
			{
				case SC_SCREENSAVE:					// Screensaver Trying To Start?
				case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
				return 0;							// Prevent From Happening
			}
			break;									// Exit
		}

		case WM_CLOSE:								// Did We Receive A Close Message?
		{
			PostQuitMessage(0);						// Send A Quit Message
			return 0;								// Jump Back
		}

		case WM_KEYDOWN:							// Is A Key Being Held Down?
		{
			keys[wParam] = TRUE;					// If So, Mark It As TRUE
			return 0;								// Jump Back
		}

		case WM_KEYUP:								// Has A Key Been Released?
		{
			keys[wParam] = FALSE;					// If So, Mark It As FALSE
			return 0;								// Jump Back
		}

		case WM_SIZE:								// Resize The OpenGL Window
		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
			return 0;								// Jump Back
		}
	}

	// Pass All Unhandled Messages To DefWindowProc
	return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
					HINSTANCE	hPrevInstance,		// Previous Instance
					LPSTR		lpCmdLine,			// Command Line Parameters
					int			nCmdShow)			// Window Show State
{
	MSG		msg;									// Windows Message Structure
	BOOL	done=FALSE;								// Bool Variable To Exit Loop

	// Ask The User Which Screen Mode They Prefer
	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;							// Windowed Mode
	}

	// Create Our OpenGL Window
	if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	while(!done)									// Loop That Runs While done=FALSE
	{
		if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
		{
			if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
			{
				done=TRUE;							// If So done=TRUE
			}
			else									// If Not, Deal With Window Messages
			{
				TranslateMessage(&msg);				// Translate The Message
				DispatchMessage(&msg);				// Dispatch The Message
			}
		}
		else										// If There Are No Messages
		{
			// Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
			if (active)								// Program Active?
			{
				if (keys[VK_ESCAPE])				// Was ESC Pressed?
				{
					done=TRUE;						// ESC Signalled A Quit
				}
				else								// Not Time To Quit, Update Screen
				{
					DrawGLScene();					// Draw The Scene
					SwapBuffers(hDC);				// Swap Buffers (Double Buffering)
				}
			}

			if (keys[VK_F1])						// Is F1 Being Pressed?
			{
				keys[VK_F1]=FALSE;					// If So Make Key FALSE
				KillGLWindow();						// Kill Our Current Window
				fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
				// Recreate Our OpenGL Window
				if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
				{
					return 0;						// Quit If Window Was Not Created
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}


Stereo.h


#include "Point3d.h"
#include "Camera.h"

class Stereo
{
public:
	Stereo(Camera *camera);
	~Stereo(void);

	void InitStereo(void);
	void SetupView(int side);

public:
	Camera *camera;
	Point3d r;
	double ratio,radians,wd2,ndfl;
	double left,right,top,bottom,near_plane,far_plane;

	enum {
		RIGHT = 0,
		LEFT  = 1
	};
};

Stereo.cpp


#include <math.h>
#include <gl/glut.h>		// Header File For Glut Operations

#include "Stereo.h"
#include "Point3d.h"
#include "Camera.h"

#define DTOR            0.0174532925	// Degrees to Radians

#define CROSSPROD(p1,p2,p3) \
   p3.x = p1.y*p2.z - p1.z*p2.y; \
   p3.y = p1.z*p2.x - p1.x*p2.z; \
   p3.z = p1.x*p2.y - p1.y*p2.x

Stereo::Stereo(Camera *_camera)
{
	camera = _camera;
}

Stereo::~Stereo(void)
{
}

void Stereo::InitStereo() {
	near_plane = 0.1;
	far_plane = 10000;

	// Clip to avoid extreme stereo
	near_plane = camera->focallength / 5;

	ratio  = camera->screenwidth / (double)camera->screenheight;
    radians = DTOR * camera->aperture / 2;  // aperature = 50 degrees
    wd2     = near_plane * tan(radians);
    ndfl    = near_plane / camera->focallength;

	// Derive the two eye positions
    CROSSPROD(camera->vd,camera->vu,r);
    Normalise(&r);
    r.x *= camera->eyesep / 2.0;
    r.y *= camera->eyesep / 2.0;
    r.z *= camera->eyesep / 2.0;
}

void Stereo::SetupView(int side) 
{
	  glMatrixMode(GL_PROJECTION);
      glLoadIdentity();

	  if(side == RIGHT)
	  {
	      // Set the Right viewing frustrum
		  left  = - ratio * wd2 - 0.5 * camera->eyesep * ndfl;
		  right =   ratio * wd2 - 0.5 * camera->eyesep * ndfl;
	  }
	  else if (side == LEFT)
	  {
		  // Set the Left Viewing Frustrum
		  left  = - ratio * wd2 + 0.5 * camera->eyesep * ndfl;
		  right =   ratio * wd2 + 0.5 * camera->eyesep * ndfl;
	  }

      top    =   wd2;
      bottom = - wd2;
      glFrustum(left,right,bottom,top,near_plane,far_plane);

      glMatrixMode(GL_MODELVIEW);

	  if(side == RIGHT)
	  {
		  // Set to Right Buffer
		  glDrawBuffer(GL_BACK_RIGHT);
	  }
	  else if (side == LEFT)
	  {
		  // Set to Left Buffer
		  glDrawBuffer(GL_BACK_LEFT);
	  }

	  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      glLoadIdentity();
      
	  if(side == RIGHT)
	  {
		  // Set where right camera is looking
		  gluLookAt(camera->vp.x + r.x, 
					camera->vp.y + r.y, 
					camera->vp.z + r.z,

					camera->vp.x + r.x + camera->vd.x,
					camera->vp.y + r.y + camera->vd.y,
					camera->vp.z + r.z + camera->vd.z,
                
					camera->vu.x,
					camera->vu.y,
					camera->vu.z);
	  }
	  else if (side == LEFT)
	  {
		  // Set where left camera is looking
		  gluLookAt(camera->vp.x - r.x,
					camera->vp.y - r.y,
					camera->vp.z - r.z,

					camera->vp.x - r.x + camera->vd.x,
					camera->vp.y - r.y + camera->vd.y,
					camera->vp.z - r.z + camera->vd.z,

					camera->vu.x,
					camera->vu.y,
					camera->vu.z);
	  }
}

Camera.h


#pragma once

#include "Point3d.h"

class Camera
{
public:
	Camera();
	Camera(Point3d,Point3d,Point3d,double,double,double,int,int);
	~Camera(void);

	void CameraHome(int mode);

public:
   Point3d vp;          /* View position           */
   Point3d vd;          /* View direction vector   */
   Point3d vu;          /* View up direction       */
   double focallength;  /* Focal Length along vd   */
   double aperture;     /* Camera aperture         */
   double eyesep;       /* Eye separation          */
   int screenwidth,screenheight;
};

Camera.cpp


#include "camera.h"

Camera::Camera() {}

Camera::Camera(Point3d _vp, Point3d _vd, Point3d _vu, double _focallength, double _aperture, double _eyesep, int _screenwidth, int _screenheight)
{
	vp = _vp;
	vd = _vd;
	vu = _vu;
	focallength = _focallength;
	aperture = _aperture;
	eyesep = _eyesep;
	screenwidth = _screenwidth;
	screenheight = _screenheight;
}

Camera::~Camera(void){}

/*
   Move the camera to the home position 
*/
void Camera::CameraHome(int mode)
{
   aperture = 50;
   focallength = 70;
   eyesep = focallength / 20;

   if(mode == 0) 
   {
		// Camera position
	    vp = Point3d(0,0,focallength);

		// Camera view direction
		vd = Point3d(0,0,-1);
   } 
   else if (mode == 1)
   {
		/* Special camera position so the beam crosses the view */
		// Camera position
		vp = Point3d(39,53,22);

		// Camera view direction
		vd = Point3d(-vp.x, -vp.y, -vp.z);
   }

   // Up vector
   vu = Point3d(0,1,0);
}

Point3d.h


#pragma once

class Point3d
{
public:
	Point3d(void);
	Point3d(double,double,double);
	~Point3d(void);

	void SetPointLocation(double,double,double);

public:
	double x,y,z;
};

void Normalise(Point3d *p);

Point3d.cpp


#include "Point3d.h"
#include <math.h>

Point3d::Point3d(void)
{
	Point3d(0.0,0.0,0.0);
}

Point3d::Point3d(double _x, double _y, double _z)
{
	x = _x;
	y = _y;
	z = _z;
}

Point3d::~Point3d(void){}

void Point3d::SetPointLocation(double _x, double _y, double _z)
{
	x = _x;
	y = _y;
	z = _z;
}

void Normalise(Point3d *p)
{
   double length;

   length = sqrt(p->x * p->x + p->y * p->y + p->z * p->z);
   if (length != 0) {
      p->x /= length;
      p->y /= length;
      p->z /= length;
   } else {
      p->x = 0;
      p->y = 0;
      p->z = 0;
   }
}

So, I’m still not having any luck in this area. The most I was able to figure out is that when I enter fullscreen mode my screen refresh rate automatically drops below the 120Hz necessary to run stereo. I also noticed that in my NVidia Settings (in the right hand corner of task bar next to the clock) when I went to screen resolution, that 120Hz was no longer listed as an option for a refresh rate.

This is all very confusing because most forums that I read say that NVidia does Stereo Mode only in Full Screen. I have the opposite problem–I can only get Stereo Mode to run while in Windowed Mode…

Any ideas would be much appreciated.

Code looks very interesting…

Will try it out over weekend. (don’t have glasses, am intrigued, may end up getting them).

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