Side by side rendering

- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
This commit is contained in:
DavidWyand-GG 2013-04-09 15:19:18 -04:00
parent b1feed56fd
commit b32e7688c2
28 changed files with 465 additions and 41 deletions

View file

@ -107,12 +107,15 @@ public:
// RenderBinManager
virtual void render(SceneRenderState *);
virtual void clear();
virtual void clear() {}
virtual void sort() {}
// Add a light to the bins
void addLight( LightInfo *light );
// Clear all lights from the bins
void clearAllLights();
virtual bool setTargetSize(const Point2I &newTargetSize);
// ConsoleObject interface
@ -220,7 +223,7 @@ protected:
AdvancedLightBufferConditioner *mConditioner;
typedef GFXVertexPNT FarFrustumQuadVert;
typedef GFXVertexPNTT FarFrustumQuadVert;
GFXVertexBufferHandle<FarFrustumQuadVert> mFarFrustumQuadVerts;