- Implement stereo rendering with anaglyph images.

- Add r_greyscale for black&white rendering
This commit is contained in:
Thilo Schulz 2008-04-27 17:32:14 +00:00
parent 48d9999698
commit 425c351d1b
12 changed files with 435 additions and 128 deletions

View file

@ -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 {