Fri Feb 03, 2017 2:36 pm
Fri Feb 03, 2017 2:41 pm
Fri Feb 03, 2017 2:44 pm
Fri Feb 03, 2017 2:53 pm
Fri Feb 03, 2017 2:58 pm
DumdogsWorld wrote:I just don't want to post anything before it's ready.
Fri Feb 03, 2017 3:07 pm
Fri Feb 03, 2017 11:32 pm
DumdogsWorld wrote:The function which calls Renderer->RenderView() (well, actually the function which calls that function) alternates back and forth between player 1 and player 2, essentially dedicating half of the framerate to one player and the other half of the framerate to the other player. The actual class which handles the Direct3D calls (specifically, D3D9's present() function) has a new variable which indicates whether or not the current player being handled is the first or second player.
Sat Feb 04, 2017 4:28 am
Thu Feb 09, 2017 2:42 pm
DumdogsWorld wrote:I'll have you the code by tonight.
Mon Feb 13, 2017 5:09 pm
Thu Feb 16, 2017 8:53 pm
Sat Feb 18, 2017 8:15 am
Graf Zahl wrote:The render part is the least of my worries. In GZDoom at least due to the Stereo3D stuff by Biospud it is already set up to be capable of rendering two viewpoints in one scene. It will only require minor tweaking to change that code to render two distinct viewpoints.
The biggest challenges will be sound playback and proper integration with the playsim and this code really needs reviewing rather sooner than later because so much has changed.
Mon Feb 20, 2017 12:40 am
Mon Feb 20, 2017 12:46 am
Nash wrote:Or maybe his brain split into two trying to figure the code out... we'll never know. :S
Nash wrote:I don't quite understand how sound would work though. Does that mean there will be 2 stereo mixes laid on top of each other/ Or will the mix for each player be downmixed to mono and player 1's mix panned to the left, while player 2's to the right... ?
Mon Feb 20, 2017 5:44 am