vr_mode 7 (quad-buffered stereo) will only show the left eye view until gl_light_shadowmap is false while vr_mode is 7. After this condition is met, quad-buffered stereo will continue to function properly for the remainder of the session, even if gl_light_shadowmap is set back to true.
As an aside, I have an NVIDIA 3D Vision setup now, as well as two fully-functional eyes, and so am available to assist with testing stereoscopic 3D features in GZDoom. (No idea how many other users have such a setup.) I've also noticed a number of other minor issues while using 3D in GZDoom, but am uncertain as to how useful it would be for me to make topics for all of them, as I don't know how actively these features are maintained.
Shadowmap setting interferes with quad-buffered 3D
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Re: Shadowmap setting interferes with quad-buffered 3D
I created a pull request that fixes this issue at https://github.com/coelckers/gzdoom/pull/389