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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-04-27 17:32:14 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2008-04-27 17:32:14 +0000
commita1757f0abe8b9780d4c85415bc0fc9af1af31ff2 (patch)
treea84aba4e58244abb55e324cda0fdd04774ce1cca /code/client
parent7eec87380d6b4bbf0ffa4f8ea258b8853c0428bc (diff)
downloadioquake3-aero-a1757f0abe8b9780d4c85415bc0fc9af1af31ff2.tar.gz
ioquake3-aero-a1757f0abe8b9780d4c85415bc0fc9af1af31ff2.zip
- Implement stereo rendering with anaglyph images.
- Add r_greyscale for black&white rendering git-svn-id: svn://svn.icculus.org/quake3/trunk@1328 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/client')
-rw-r--r--code/client/cl_scrn.c7
1 files changed, 4 insertions, 3 deletions
diff --git a/code/client/cl_scrn.c b/code/client/cl_scrn.c
index d159484..3172f3d 100644
--- a/code/client/cl_scrn.c
+++ b/code/client/cl_scrn.c
@@ -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 {