Partial implementation of row interlaced mode.
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3 changed files with 27 additions and 8 deletions
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@ -53,18 +53,15 @@ void RowInterleaved3D::Present() const
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// Compute screen regions to use for left and right eye views
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int topHeight = GLRenderer->mOutputLetterbox.height / 2;
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int bottomHeight = GLRenderer->mOutputLetterbox.height - topHeight;
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GL_IRECT topHalfScreen = GLRenderer->mOutputLetterbox;
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topHalfScreen.height = topHeight;
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topHalfScreen.top = topHeight;
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GL_IRECT bottomHalfScreen = GLRenderer->mOutputLetterbox;
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bottomHalfScreen.height = bottomHeight;
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bottomHalfScreen.top += topHeight;
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bottomHalfScreen.height = topHeight;
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bottomHalfScreen.top = 0;
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GLRenderer->mBuffers->BindEyeTexture(0, 0);
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GLRenderer->DrawPresentTexture(topHalfScreen, true);
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GLRenderer->mBuffers->BindEyeTexture(1, 0);
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GLRenderer->DrawPresentTexture(bottomHalfScreen, true);
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GLRenderer->mBuffers->BlitFromEyeTexture(0, &topHalfScreen);
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GLRenderer->mBuffers->BlitFromEyeTexture(1, &bottomHalfScreen);
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}
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