Avoids switching cockpit views to CM_LETTERBOX when player dies or
level ends which stereo viewport is active, as well as other calls
to select_cockpit().
When player gets killed, the screen inexplicably switches to
another viewport format to show explosion POV and then switches
to cockpit viewport, which is not compatible with stereo formats.
Unable to locate where exactly cockpit gets switched on player
dead state, so hack is in place to keep stereo formats fullscreen.
Commit 6ad87cf78ab3 removed support for char[] as an input to
nm_item_input and fixed all sites that used it in the cross-platform
build. The Windows build has one use that no other platform does, and
this use was not fixed. Fix it now.
Fixes: 6ad87cf78ab369cdc26080ac579fb2ab3f592de6 ("Remove nm_set_item_input overload for char[]")
fbd05a1592 changed joy.h to include only fwd-event.h, but not event.h.
event.h included maths.h, which kconfig.h was relying on. Add an
inclusion of maths.h into kconfig.h to define `fix`.
Fixes: fbd05a1592 ("optimize include files (include what you use)")
As discussed in pull #582, there are some rough edges to this feature.
Hide the option, but not the functionality, from users until these can
be corrected. Users who want to experiment with the feature can access
it through the command-line or the in-game hotkeys in any build. This
change only hides the help text, to prevent users from finding it and
expecting it to be fully finished.
The fallthrough appears to be intentional. Add an annotation to allow
it.
Fixes: 6bc0e822d2 ("Handle HUD overlays in separate screen rects for stereo renderings.")
When player gets killed, the screen inexplicably switches to
another viewport format to show explosion POV and then switches
to cockpit viewport, which is not compatible with stereo formats.
Unable to locate where exactly cockpit gets switched on player
dead state, so hack is in place to keep stereo formats fullscreen.
Used 1x VR_eye_offset to track image shift adjustments via OGL frustum planes
instead of 2x VR_eye_offset used in Descent 1.5 image shift adjustments.
Without any HUD rect offset, HUD overlays would appear to match the zero-parallax
view plane instead of appearing in an out-of-screen parallax view plane.
Note since ogl_stereo_frame() is only ever called once per ogl_start_frame()..
ogl_end_frame() instance, only the active stereo eye view needs to be handled.
Implies that separate left/right viewport/transform caches are redundant.
Equivalent to legacy Descent 1.5 pixel shift methods for stereo formats.
Since Descent is rendering viewpoint differences for left/right eyes,
pixel shifting via display viewport is sufficient adjustment.
Since OGL layer here is essentially handling display output surfaces,
the OGL projection transform is not useful for stereo parallax effects
as when used for 3D scenes.
Enable stereo mode when launched via -gl_stereo option.
GL_STEREO quad buffering may not be available unless OGL layer
supports stereo pixel format descriptors.
Half-height viewport rendering for above/below format.
Half-width viewport rendering for side/by/side formats.
HUD & cockpit elements disabled when stereo views active.
OGL layer used for rendering surfaces, so using left/right viewports absent stereo quad buffers.
Using legacy Descent +/- eye offset method for left/right stereo perspective rendering passes.