[quake3] ioquake3 anaglyphed

Stephan Reiter stephan.reiter at gmail.com
Fri Apr 18 07:39:36 EDT 2008


Wouldn't it be possible to convert textures during map loading to a  
greyscale format? If you then hook the glColor*f to set greyscale  
colors for modulation, you should be all set.

Stephan

Am 18.04.2008 um 11:03 schrieb Thilo Schulz:

> On Freitag, 18. April 2008, Stephan Reiter wrote:
>> Very good work, Thilo!
>
> Thank you.
> Most of the stereoscopic stuff was already there, though.  
> Apparently, some
> versions of quake3 used to support shutter glasses so I used that  
> as base and
> instead of writing to two seperate buffers (e.g. GL_BACK_LEFT and
> GL_BACK_RIGHT) I just had to make sure via ColorMask that only some  
> colour
> channels are written to.
> So this was not very difficult and could be done with some common  
> sense, even
> though I don't really know OpenGL :)
> A weakness of this method is that these are colored anaglyphs and  
> it won't
> work for objects that only have one color, say red objects. So the  
> impression
> is stronger if both images are converted to greyscale first and  
> only then
> should the mapping to the respective colors be done. Is this  
> possible without
> the use of fragment shaders? Obviously, that processing would have  
> to be done
> in the very end when the image has finished rendering.
>
> -- 
> Thilo Schulz




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