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This may enable stereo rendering for other devices like shutter glasses, but I don't know whether this works yet.
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2 changed files with 12 additions and 3 deletions
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@ -91,9 +91,6 @@ void R_InitCommandBuffers( void ) {
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ri.Printf( PRINT_ALL, "...failed.\n" );
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ri.Printf( PRINT_ALL, "...failed.\n" );
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}
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}
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}
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}
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if(r_stereoEnabled->integer)
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glConfig.stereoEnabled = qtrue;
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}
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}
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/*
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/*
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@ -316,6 +316,18 @@ static int GLimp_SetMode( int mode, qboolean fullscreen )
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, sdlcolorbits );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, sdlcolorbits );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, tdepthbits );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, tdepthbits );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, tstencilbits );
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SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, tstencilbits );
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if(r_stereoEnabled->integer)
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{
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glConfig.stereoEnabled = qtrue;
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SDL_GL_SetAttribute(SDL_GL_STEREO, 1);
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}
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else
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{
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glConfig.stereoEnabled = qfalse;
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SDL_GL_SetAttribute(SDL_GL_STEREO, 0);
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}
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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#if 0 // See http://bugzilla.icculus.org/show_bug.cgi?id=3526
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#if 0 // See http://bugzilla.icculus.org/show_bug.cgi?id=3526
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