key_consoleactive = old_key_consoleactive;
}
+qboolean R_Stereo_Active(void)
+{
+ return (vid.stereobuffer || r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer);
+}
+
extern cvar_t cl_minfps;
extern cvar_t cl_minfps_fade;
extern cvar_t cl_minfps_qualitymax;
else
qglDisable(GL_POLYGON_STIPPLE);
- if (vid.stereobuffer || r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
+ if (R_Stereo_Active())
{
matrix4x4_t originalmatrix = r_refdef.view.matrix;
matrix4x4_t offsetmatrix;
for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
}
- if ((r_hdr.integer || r_bloom.integer || r_motionblur.value > 0 || r_damageblur.value > 0) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
+ if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
{
Cvar_SetValueQuick(&r_hdr, 0);
Cvar_SetValueQuick(&r_bloom, 0);
Cvar_SetValueQuick(&r_damageblur, 0);
}
- if (!(r_glsl.integer && (r_glsl_postprocess.integer || r_glsl_saturation.value != 1 || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && r_motionblur.value <= 0 && r_damageblur.value <= 0)
+ if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_Active() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
screentexturewidth = screentextureheight = 0;
if (!r_hdr.integer && !r_bloom.integer)
bloomtexturewidth = bloomtextureheight = 0;
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
GL_ActiveTexture(0);CHECKGLERROR
- if(r_motionblur.value > 0 || r_damageblur.value > 0)
+ if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
{
// declare alpha variable
float a;
| (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
| ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
| (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
- | (r_glsl_saturation.value != 1 ? SHADERPERMUTATION_SATURATION : 0);
+ | ((!R_Stereo_Active() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
{