- replace a few constant values with GL macros in tr_cmds.c

- tidy up top of tr_types.h a bit, change flags to hex representation
- make ROM cvar enforcing really work
- remove cg_stereoSeparation from cgame as it is obsolete.
- Add CG_DrawCrosshair3D so people see crosshair correctly when stereoseparation is enabled
This commit is contained in:
Thilo Schulz 2008-05-01 14:56:57 +00:00
parent 65938da5ae
commit 10ed996784
10 changed files with 173 additions and 89 deletions

View file

@ -456,7 +456,7 @@ void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, floa
float oppleg, adjleg, length;
int i;
if(stereoSep == 0)
if(stereoSep == 0 && xmin != -xmax)
{
// symmetric case can be simplified
VectorCopy(dest->or.origin, ofsorigin);
@ -513,19 +513,22 @@ R_SetupProjection
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
{
float xmin, xmax, ymin, ymax;
float width, height, stereoSep;
float width, height, stereoSep = r_stereoSeparation->value;
/*
* offset the view origin of the viewer for stereo rendering
* by setting the projection matrix appropriately.
*/
if(dest->stereoFrame == STEREO_LEFT)
stereoSep = zProj / r_stereoSeparation->value;
else if(dest->stereoFrame == STEREO_RIGHT)
stereoSep = zProj / -r_stereoSeparation->value;
else
stereoSep = 0;
if(stereoSep != 0)
{
if(dest->stereoFrame == STEREO_LEFT)
stereoSep = zProj / r_stereoSeparation->value;
else if(dest->stereoFrame == STEREO_RIGHT)
stereoSep = zProj / -r_stereoSeparation->value;
else
stereoSep = 0;
}
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
ymin = -ymax;