[MPlayer-dev-eng] patch for stereoscopic support

Reimar Döffinger Reimar.Doeffinger at stud.uni-karlsruhe.de
Fri Jun 17 11:02:07 CEST 2005


Hi,
On Thu, Jun 16, 2005 at 07:09:00PM -0300, Gabriel A. v. Winckler wrote:
I just had a closer look (was already wondering why it was so simple, it
usually isn't with gl2, that's why I practically abanoned it). The
following won't work when gl2 uses multiple textures:
> +			glDrawBuffer(GL_BACK_LEFT);
> +			glBegin(GL_QUADS);
> +
> +			glTexCoord2f (0, 0);
> +			glVertex2f (square->fx1, square->fy1);
> +			glTexCoord2f (0, square->ycov);
> +			glVertex2f (square->fx4, square->fy4);
> +			glTexCoord2f (square->xcov/2, square->ycov);
> +			glVertex2f (square->fx3, square->fy3);
> +			glTexCoord2f (square->xcov/2, 0);
> +			glVertex2f (square->fx2, square->fy2);
> +
> +			glEnd();
> +
> +			glDrawBuffer(GL_BACK_RIGHT);
> +			glBegin(GL_QUADS);
> +
> +			glTexCoord2f (square->xcov/2, 0);
> +			glVertex2f (square->fx1, square->fy1);
> +			glTexCoord2f (square->xcov/2, square->ycov);
> +			glVertex2f (square->fx4, square->fy4);
> +			glTexCoord2f (square->xcov, square->ycov);
> +			glVertex2f (square->fx3, square->fy3);
> +			glTexCoord2f (square->xcov, 0);
> +			glVertex2f (square->fx2, square->fy2);

Add texture_width = texture_height = 64; in line 221 to see the
effect...
Maybe consider using vo_gl.c *g*.

Greetings,
Reimar Döffinger




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