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https://github.com/ZDoom/qzdoom.git
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Implement side-by-side narrow 3D mode.
This commit is contained in:
parent
2339b18b01
commit
9a257ac158
6 changed files with 150 additions and 1 deletions
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@ -1115,6 +1115,7 @@ set( FASTMATH_SOURCES
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gl/stereo3d/scoped_view_shifter.cpp
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gl/stereo3d/scoped_view_shifter.cpp
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_anaglyph.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_quadstereo.cpp
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gl/stereo3d/gl_sidebyside3d.cpp
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gl/dynlights/gl_dynlight.cpp
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gl/dynlights/gl_dynlight.cpp
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gl/dynlights/gl_glow.cpp
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gl/dynlights/gl_glow.cpp
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gl/dynlights/gl_dynlight1.cpp
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gl/dynlights/gl_dynlight1.cpp
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79
src/gl/stereo3d/gl_sidebyside3d.cpp
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79
src/gl/stereo3d/gl_sidebyside3d.cpp
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@ -0,0 +1,79 @@
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/*
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** gl_sidebyside3d.cpp
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** Color mask based stereoscopic 3D modes for GZDoom
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include "gl_sidebyside3d.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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namespace s3d {
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/* static */
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const SideBySideSquished& SideBySideSquished::getInstance(float ipd)
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{
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static SideBySideSquished instance(ipd);
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return instance;
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}
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SideBySideSquished::SideBySideSquished(double ipdMeters)
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: leftEye(ipdMeters), rightEye(ipdMeters)
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{
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eye_ptrs.Push(&leftEye);
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eye_ptrs.Push(&rightEye);
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}
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void SideBySideSquished::Present() const
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{
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GLRenderer->mBuffers->BindOutputFB();
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GLRenderer->ClearBorders();
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// Compute screen regions to use for left and right eye views
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int leftWidth = GLRenderer->mOutputLetterbox.width/2;
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int rightWidth = GLRenderer->mOutputLetterbox.width - leftWidth;
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GL_IRECT leftHalfScreen = GLRenderer->mOutputLetterbox;
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leftHalfScreen.width = leftWidth;
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GL_IRECT rightHalfScreen = GLRenderer->mOutputLetterbox;
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rightHalfScreen.width = rightWidth;
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rightHalfScreen.left += leftWidth;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(leftHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(rightHalfScreen, true);
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}
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} /* namespace s3d */
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63
src/gl/stereo3d/gl_sidebyside3d.h
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63
src/gl/stereo3d/gl_sidebyside3d.h
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@ -0,0 +1,63 @@
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/*
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** gl_sidebyside3d.h
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** Color mask based stereoscopic 3D modes for GZDoom
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christopher Bruns
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#ifndef GL_SIDEBYSIDE3D_H_
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#define GL_SIDEBYSIDE3D_H_
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#include "gl_stereo3d.h"
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#include "gl_stereo_leftright.h"
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#include "gl/system/gl_system.h"
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#include "gl/renderer/gl_renderstate.h"
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namespace s3d {
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class SideBySideSquished : public Stereo3DMode
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{
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public:
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static const SideBySideSquished& getInstance(float ipd);
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SideBySideSquished(double ipdMeters);
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void Present() const override;
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private:
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LeftEyePose leftEye;
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RightEyePose rightEye;
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};
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} /* namespace s3d */
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#endif /* GL_SIDEBYSIDE3D_H_ */
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@ -29,6 +29,7 @@
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#include "gl/stereo3d/gl_stereo_leftright.h"
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#include "gl/stereo3d/gl_stereo_leftright.h"
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#include "gl/stereo3d/gl_anaglyph.h"
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#include "gl/stereo3d/gl_anaglyph.h"
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#include "gl/stereo3d/gl_quadstereo.h"
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#include "gl/stereo3d/gl_quadstereo.h"
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#include "gl/stereo3d/gl_sidebyside3d.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/system/gl_cvars.h"
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// Set up 3D-specific console variables:
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// Set up 3D-specific console variables:
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@ -71,7 +72,10 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
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case 2:
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case 2:
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setCurrentMode(RedCyan::getInstance(vr_ipd));
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setCurrentMode(RedCyan::getInstance(vr_ipd));
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break;
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break;
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// TODO: missing indices 3, 4 for not-yet-implemented side-by-side modes, to match values from GZ3Doom
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// TODO: missing index 3 for not-yet-implemented side-by-side mode, to match values from GZ3Doom
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case 4:
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setCurrentMode(SideBySideSquished::getInstance(vr_ipd));
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break;
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case 5:
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case 5:
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setCurrentMode(LeftEyeView::getInstance(vr_ipd));
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setCurrentMode(LeftEyeView::getInstance(vr_ipd));
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break;
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break;
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@ -2701,6 +2701,7 @@ OPTVAL_REDCYAN = "Red/Cyan";
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OPTVAL_AMBERBLUE = "Amber/Blue";
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OPTVAL_AMBERBLUE = "Amber/Blue";
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OPTVAL_LEFTEYE = "Left Eye";
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OPTVAL_LEFTEYE = "Left Eye";
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OPTVAL_RIGHTEYE = "Right Eye";
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OPTVAL_RIGHTEYE = "Right Eye";
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OPTVAL_SBSNARROW = "Side-by-side Narrow";
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OPTVAL_QUADBUFFERED = "Quad-buffered";
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OPTVAL_QUADBUFFERED = "Quad-buffered";
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OPTVAL_UNCHARTED2 = "Uncharted 2";
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OPTVAL_UNCHARTED2 = "Uncharted 2";
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OPTVAL_HEJLDAWSON = "Hejl Dawson";
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OPTVAL_HEJLDAWSON = "Hejl Dawson";
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@ -167,6 +167,7 @@ OptionValue VRMode
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1, "$OPTVAL_GREENMAGENTA"
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1, "$OPTVAL_GREENMAGENTA"
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2, "$OPTVAL_REDCYAN"
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2, "$OPTVAL_REDCYAN"
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9, "$OPTVAL_AMBERBLUE"
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9, "$OPTVAL_AMBERBLUE"
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4, "$OPTVAL_SBSNARROW"
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5, "$OPTVAL_LEFTEYE"
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5, "$OPTVAL_LEFTEYE"
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6, "$OPTVAL_RIGHTEYE"
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6, "$OPTVAL_RIGHTEYE"
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7, "$OPTVAL_QUADBUFFERED"
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7, "$OPTVAL_QUADBUFFERED"
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