[quake2] quake2 3d
brendanburns at attbi.com
Tue Jan 27 12:41:39 EST 2004
Yeah, I noticed this too... that's what I get for adopting someone
else's code I guess...
I think the way around it would be to modify the player viewpoint
I don't know if I'll have time to do this in the near future, but I'll
look into it...
Anyone else who wants to take a hack at it should feel welcome too...
On Tuesday, January 27, 2004, at 12:01 PM, Alejandro Néstor Vargas
> On Mon, 19 Jan 2004 22:15:38 -0500, Brendan Burns
> <brendanburns at attbi.com> wrote:
>> * quake2 +set vid_ref softx +set cl_stereo 1
>> * You can also play around with the cl_seperation cvar (0.1 <->
>> 10.0) to change the way depth is rendered...
> I was trying this. There is a problem. Separation for objects far away
> the view point are shorter than objects nearer. This gives the
> impression of that all the objects are out of the screen and not
> inside it.
> Check the image I sent taken with a digital camera. In objects nearer
> the oberver the separation is 0 just like a image drawn on the surface
> of the screen (red and green are in the same place). In object that
> appear INSIDE the screen (like it ware a window) the separation is
> bigger and bigger as they are farder.
> Check my sample at http://www.kastor.org.ar/~anv/3d1.jpg
> For a good effect: red image must be always at the left. Farder
> objects must have a bigger separation. 0 separation will give the
> effect of the objetc is at the distance of the screen. You can place
> some objects nearer than the screen (with red image at the right). But
> they must not be cut by the border of the screen or the brain will
> detect the trick and will loss the 3d senpsation. It is better to
> avoid it if you can.
> Alejandro Néstor Vargas
> Departamento de Desarrollo
> X Net Cuyo S.A.
> e-mail: anv at xnetcuyo.com.ar
> Jabber: anv at xnetcuyo.com.ar
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