#ifdef WIN32
#include <shellapi.h>
+#include "win-res/resource.h"
#endif
-#include "res/resource.h"
-
using namespace std;
opstream << KeyToChar(game.attackkey);
opstream << "\nChat key:\n";
opstream << KeyToChar(game.chatkey);
+ opstream << "\nStereoMode:\n";
+ opstream << stereomode;
+ opstream << "\nStereoSeparation:\n";
+ opstream << stereoseparation;
+ opstream << "\nStereoReverse:\n";
+ opstream << stereoreverse;
opstream.close();
}
if(ipstream){
ipstream.ignore(256,'\n');
ipstream >> string;
game.chatkey=CharToKey(string);
+ ipstream.ignore(256,'\n');
+ ipstream.ignore(256,'\n');
+ if (!ipstream.eof()) {
+ ipstream >> i;
+ stereomode = (StereoMode)i;
+ ipstream.ignore(256,'\n');
+ ipstream.ignore(256,'\n');
+ ipstream >> stereoseparation;
+ ipstream.ignore(256,'\n');
+ ipstream.ignore(256,'\n');
+ ipstream >> stereoreverse;
+ }
ipstream.close();
if(detail>2)detail=2;
return false;
}
- fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits);
- fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
-
- glEnable( GL_STENCIL_TEST);
- glClearStencil(0);
- glClear( GL_STENCIL_BUFFER_BIT );
- glStencilFunc(GL_ALWAYS, 0x1, 0x1);
- glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
-
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 3);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- glColorMask( 1.0, 1.0, 1.0, 1.0 );
- char stencil[] = {64,127,255};
-
- glViewport(0,0, kContextWidth, kContextHeight);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- for(int y=0;y<kContextHeight;y+=2) {
+ if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+ fprintf(stderr, "Stencil buffer has %i bits, good.\n", stencilbits);
+ fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
- for(int x=0;x<kContextWidth;x++) {
- glRasterPos2i(x, y);
- glDrawPixels(1, 1, GL_RGB, GL_UNSIGNED_BYTE, &stencil);
+ glEnable( GL_STENCIL_TEST);
+ glClearStencil(0);
+ glClear( GL_STENCIL_BUFFER_BIT );
+ glStencilFunc(GL_ALWAYS, 0x1, 0x1);
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
+
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 3);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
+ glColorMask( 1.0, 1.0, 1.0, 1.0 );
+ char stencil[] = {64,127,255};
+
+ glViewport(0,0, kContextWidth, kContextHeight);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ for(int y=0;y<kContextHeight;y+=2) {
+
+ for(int x=0;x<kContextWidth;x++) {
+ glRasterPos2i(x, y);
+ glDrawPixels(1, 1, GL_RGB, GL_UNSIGNED_BYTE, &stencil);
+ }
}
+
+ glStencilFunc(GL_NOTEQUAL, 0x01, 0x01);
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
+
+ // Something gets screwed up due to the changes above
+ // revert to default.
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
+ glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
}
-
- glStencilFunc(GL_NOTEQUAL, 0x01, 0x01);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
-
- // Something gets screwed up due to the changes above
- // revert to default.
- glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
game.InitGame();