- Implement stereo rendering with anaglyph images.
- Add r_greyscale for black&white rendering
This commit is contained in:
parent
48d9999698
commit
425c351d1b
12 changed files with 435 additions and 128 deletions
|
@ -474,7 +474,7 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
|
|||
case CA_LOADING:
|
||||
case CA_PRIMED:
|
||||
// draw the game information screen and loading progress
|
||||
CL_CGameRendering( stereoFrame );
|
||||
CL_CGameRendering(STEREO_CENTER);
|
||||
|
||||
// also draw the connection information, so it doesn't
|
||||
// flash away too briefly on local or lan games
|
||||
|
@ -483,7 +483,8 @@ void SCR_DrawScreenField( stereoFrame_t stereoFrame ) {
|
|||
VM_Call( uivm, UI_DRAW_CONNECT_SCREEN, qtrue );
|
||||
break;
|
||||
case CA_ACTIVE:
|
||||
CL_CGameRendering( stereoFrame );
|
||||
// always supply STEREO_CENTER as vieworg offset is now done by the engine.
|
||||
CL_CGameRendering(STEREO_CENTER);
|
||||
SCR_DrawDemoRecording();
|
||||
break;
|
||||
}
|
||||
|
@ -528,7 +529,7 @@ void SCR_UpdateScreen( void ) {
|
|||
if(uivm)
|
||||
{
|
||||
// if running in stereo, we need to draw the frame twice
|
||||
if ( cls.glconfig.stereoEnabled ) {
|
||||
if ( cls.glconfig.stereoEnabled || Cvar_VariableIntegerValue("r_anaglyphMode")) {
|
||||
SCR_DrawScreenField( STEREO_LEFT );
|
||||
SCR_DrawScreenField( STEREO_RIGHT );
|
||||
} else {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue