Christoph Oelckers
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ee9a40f5e9
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- replace FLOATTYPE with float in stereo3d code.
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2016-04-26 15:20:27 +02:00 |
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Christoph Oelckers
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328047ea28
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- 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.
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2016-04-14 10:16:04 +02:00 |
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Christopher Bruns
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bde94879ad
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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.
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2016-04-09 21:46:14 -04:00 |
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Christopher Bruns
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c6fa01dfbf
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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.
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2016-04-09 15:40:55 -04:00 |
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Christoph Oelckers
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af78937a15
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- updated GL renderer.
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2016-04-02 23:17:16 +02:00 |
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Christoph Oelckers
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b54b34a512
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- adjustments for floating point changes.
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2016-03-21 02:57:02 +01:00 |
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Christopher Bruns
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ac6e2f4979
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Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet...
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2015-12-31 11:57:21 -05:00 |
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Christopher Bruns
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95f4134630
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Refactor stereo3d classes to use TArray instead of std::vector.
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2015-12-31 09:36:37 -05:00 |
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Christopher Bruns
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5b7f9b04cd
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Add license headers to stereo3d source files.
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2015-12-31 09:06:44 -05:00 |
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Christopher Bruns
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655defed28
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Avoid compile errors on Linux. Fixes #107.
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2015-12-30 17:54:54 -05:00 |
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Christopher Bruns
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382d2cf74f
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Simplify ShiftedEyePose::GetProjection() maths.
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2015-10-31 08:02:41 -04:00 |
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Christopher Bruns
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789dca2ab3
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Refactor stereo 3d projection matrix calculations to use VSMatrix.
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2015-10-31 07:46:36 -04:00 |
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Christopher Bruns
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0874455faf
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Initial implementation of five 3D modes -- some bugs remain.
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2015-10-30 20:51:35 -04:00 |
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Christopher Bruns
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694dff67e4
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Copy stereo3d source files from my GLOOME fork.
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2015-10-26 09:08:18 -04:00 |
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