[quake2] quake2 3d

Brendan Burns brendanburns at attbi.com
Tue Jan 27 20:35:09 EST 2004

Well, you can adjust the parameter (player yaw, I think) a little and 
it will point you in the right direction.

I need to find myself a pair of red-blue glasses so I can really see 
what's going on...


On Tuesday, January 27, 2004, at 05:12 PM, Alejandro Néstor Vargas 

> On Tue, 27 Jan 2004 12:41:39 -0500, Brendan Burns 
> <brendanburns at attbi.com> wrote:
>> 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 
>> between renderers.
>> 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...
> I was checking the soruce code. I found it is calling twice 
> V_RenderView with a parameter of stereo_separation each time. Later 
> the images are added.
> I see it is using stereo_separation for scaling cl.v_right and then 
> adding this value to cl.refdef.vieworig but I can't understand waht 
> exactly is it doing.
> It seems to be creating two views taken from points a little at the 
> left and right of the original point. What we need is it rotates the 
> view a fiew degreas the direction of the view point. Do you what do I 
> need to do for this?
> -- 
> 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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