fprintf(stderr, "Screen width is %i, height is %i\n", kContextWidth, kContextHeight);
+ // Setup stencil buffer
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};
-
+ // Setup viewport
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);
- }
- }
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho((GLdouble)0, (GLdouble)kContextWidth, (GLdouble)kContextHeight, 0, -1, 1);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
+
+ if ( mode == stereoHorizontalInterlaced ) {
+ for(int y=0;y<kContextHeight;y+=2) {
+ glBegin(GL_LINES);
+ glVertex3f(0, y, 0);
+ glVertex3f(kContextWidth, y, 0);
+ glEnd();
+ }
+ } else {
+ for(int x=0;x<kContextWidth;x+=2) {
+ glBegin(GL_LINES);
+ glVertex3f(x, 0, 0);
+ glVertex3f(x, kContextHeight, 0);
+ glEnd();
+ }
+ }
+
+ glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
+
+ glPopMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
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);
}
}