]> git.jsancho.org Git - lugaru.git/blobdiff - Source/OpenGL_Windows.cpp
Moved stereo initialization code to a separate file.
[lugaru.git] / Source / OpenGL_Windows.cpp
index 576df7ecafdd761ca1b138d6448a567f9491c6b4..d4251fca6af1c3a8089ec13a33b9f1e6e5509c4a 100644 (file)
@@ -1037,56 +1037,11 @@ Boolean SetUp (Game & game)
        game.newscreenwidth=screenwidth;
        game.newscreenheight=screenheight;
 
-       GLint stencilbits = 0;
-       glGetIntegerv(GL_STENCIL_BITS, &stencilbits);
-       if ( stencilbits < 1 ) {
-               fprintf(stderr, "Failed to get a stencil buffer!\n");
-               SDL_Quit();
-               return false; 
-       }
-       
-       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);
-               
-               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);
+       if ( CanInitStereo(stereomode) ) {
+               InitStereo(stereomode);
+       } else {
+               fprintf(stderr, "Failed to initialize stereo, disabling.\n");
+               stereomode = stereoNone;
        }
 
        game.InitGame();