Christopher Bruns
7b8847c6be
Update comment for other file.
2016-09-22 09:25:47 +02:00
Christopher Bruns
d10a0309ab
Update header comment in gl_sidebyside3d source files
2016-09-22 09:25:47 +02:00
Christopher Bruns
1f79e23d5b
Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
...
Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Christopher Bruns
9a257ac158
Implement side-by-side narrow 3D mode.
2016-09-22 09:25:46 +02:00
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
...
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Christopher Bruns
924aaa3a92
fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
2016-09-11 00:45:17 +02:00
Magnus Norddahl
63dc394913
Present function for left, right and quad-buffered stereo3d
2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87
MaskAnaglyph present mode
2016-09-09 00:36:11 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
26acf8e994
- fixed conditions for menu patching.
2016-05-01 17:43:30 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
328047ea28
- fixed issues with recent Stereo3D submission:
...
* there was a CVAR that was only defined in Windows
* code did not compile with GCC.
* due to bad setup it disabled multisampling.
2016-04-14 10:16:04 +02:00
Christopher Bruns
bde94879ad
Restore stereoscopic geometry correctness, by inserting a minus sign where it always should have been, after finding that a compensating minus sign, where it probably should not have been anyway, was removed during the recent floating point refactoring.
2016-04-09 21:46:14 -04:00
Christopher Bruns
c6fa01dfbf
Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
...
Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
af78937a15
- updated GL renderer.
2016-04-02 23:17:16 +02:00
Christoph Oelckers
b54b34a512
- adjustments for floating point changes.
2016-03-21 02:57:02 +01:00
Christopher Bruns
ac6e2f4979
Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet...
2015-12-31 11:57:21 -05:00
Christopher Bruns
95f4134630
Refactor stereo3d classes to use TArray instead of std::vector.
2015-12-31 09:36:37 -05:00
Christopher Bruns
5b7f9b04cd
Add license headers to stereo3d source files.
2015-12-31 09:06:44 -05:00
Christopher Bruns
655defed28
Avoid compile errors on Linux. Fixes #107 .
2015-12-30 17:54:54 -05:00
Christopher Bruns
382d2cf74f
Simplify ShiftedEyePose::GetProjection() maths.
2015-10-31 08:02:41 -04:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
0874455faf
Initial implementation of five 3D modes -- some bugs remain.
2015-10-30 20:51:35 -04:00
Christopher Bruns
694dff67e4
Copy stereo3d source files from my GLOOME fork.
2015-10-26 09:08:18 -04:00