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Madison 560233435f Draw both eyes in one world pass, each with its own camera (vr.multiview; headset-unverified)
The game side of single-pass stereo: with vr.multiview (on by default) a
stereo frame's two eye windows become one, drawn from between the eyes
with a frustum covering both (culling and visibility once for the pair),
and the windows after it move up. rasterizer_set_frustum_z then gives the
vertex programs each eye's camera: view 0's in c[-96..-89] as before,
view 1's through halo_vr_set_view1_vertex_constants, both with the call's
near and far. The pass draws into d3d8_gl.c's two-layer target
(halo_vr_multiview_begin/end, then halo_vr_resolve_multiview); if the
driver refuses it, that frame draws the left eye alone and the eyes are
drawn one at a time from then on. The hidden-area mask is left out of the
one pass for now. Non-VR builds keep rasterizer_set_frustum_z as it was.
2026-10-05 17:02:47 +09:00
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2026-09-30 18:13:05 +13:00