[quake3-bugzilla] [Bug 5379] Interlaced Stereo Rendering

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Sun Jul 1 12:25:44 EDT 2012


https://bugzilla.icculus.org/show_bug.cgi?id=5379

Thilo Schulz <arny at ats.s.bawue.de> changed:

           What    |Removed                     |Added
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                 CC|                            |arny at ats.s.bawue.de

--- Comment #6 from Thilo Schulz <arny at ats.s.bawue.de> 2012-07-01 12:25:41 EDT ---
Hi, I'd like to see this in ioquake3, but I have a few comments.

1. If SDL_GL_SetAttribute(SDL_GL_STEREO, 1), SDL requires the graphics card to
be quad buffered, and ioquake3 won't start if it isn't. Does the interlaced
stereo stuff really need quad buffers? It always seems to draw to:
+        qglDrawBuffer( GL_BACK );
so currently, when you set r_stereoEnabled to 2, in sdl_glimp.c it will call
SDL_GL_SetAttribute(SDL_GL_STEREO, 1);

If the graphics card doesnt need quad buffers for interlaced stereo rendering,
you should change sdl_glimp.c so that this does only get called when
r_stereoEnabled == 1

2. You are using a RC_DRAW_BUFFER command to apply the stencil to the picture
by hacking a check for GL_BACK_LEFT into RB_DrawBuffer. That's awful. You
should add a new renderer command like RC_STENCIL and then add this via
RE_BeginFrame in tr_cmds.c around line 428

3. Does the stencil stuff for the interlaced rendering not also conflict with
stencil shadows in the q3 engine?

4. You're creating a new stencil in every frame. Wouldn't it suffice to write
it once and then use it as often as you like?

5. Please document the change to the cvar in the README file

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