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- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
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e08015a181
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4a80f8e4ed
3 changed files with 10 additions and 2 deletions
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@ -822,7 +822,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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// Render (potentially) multiple views for stereo 3d
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float viewShift[3];
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const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
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const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode();
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stereo3dMode.SetUp();
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for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
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{
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@ -1313,7 +1313,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
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gl_fixedcolormap=CM_DEFAULT;
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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bool usefb = gl_usefb || gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight();
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bool usefb = !gl.legacyMode || gl_usefb || gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight();
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if (!usefb)
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{
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glFlush();
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@ -74,6 +74,7 @@ class Stereo3DMode
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public:
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/* static methods for managing the selected stereoscopic view state */
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static const Stereo3DMode& getCurrentMode();
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static const Stereo3DMode& getMonoMode();
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Stereo3DMode();
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virtual ~Stereo3DMode();
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@ -105,5 +105,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
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return *currentStereo3DMode;
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}
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const Stereo3DMode& Stereo3DMode::getMonoMode()
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{
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setCurrentMode(MonoView::getInstance());
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return *currentStereo3DMode;
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}
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} /* namespace s3d */
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