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path: root/advtrains/advtrains_luaautomation/active_common.lua
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* Check if node is actually loaded before querying get_meta()orwell962017-02-05
* Commit 1.6.2orwell962017-02-04
* Revert change to node pos hashes, and rewrite trackdb to use individual coord...orwell962017-02-03
* LuaAutomation: Add interrupt to the ingame API and implement initialization c...orwell962017-02-02
* LuaAutomation - Basic component implementationorwell962017-02-02
se for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "anaglyph.h" void RenderingCoreAnaglyph::drawAll() { renderBothImages(); drawPostFx(); drawHUD(); } void RenderingCoreAnaglyph::setupMaterial(int color_mask) { video::SOverrideMaterial &mat = driver->getOverrideMaterial(); mat.Material.ColorMask = color_mask; mat.EnableFlags = video::EMF_COLOR_MASK; mat.EnablePasses = scene::ESNRP_SKY_BOX | scene::ESNRP_SOLID | scene::ESNRP_TRANSPARENT | scene::ESNRP_TRANSPARENT_EFFECT | scene::ESNRP_SHADOW; } void RenderingCoreAnaglyph::useEye(bool right) { RenderingCoreStereo::useEye(right); driver->clearZBuffer(); setupMaterial(right ? video::ECP_GREEN | video::ECP_BLUE : video::ECP_RED); } void RenderingCoreAnaglyph::resetEye() { setupMaterial(video::ECP_ALL); RenderingCoreStereo::resetEye(); }