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author | wm4 <wm4@nowhere> | 2014-12-15 04:40:26 +0100 |
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committer | wm4 <wm4@nowhere> | 2014-12-15 04:40:26 +0100 |
commit | 1c2cbeabc270874c8f14e16c8f7a09c1f0a382d9 (patch) | |
tree | 15ea7c8cfb1d538ad8b43e8f5879edcbdf656a55 /video/out/gl_common.c | |
parent | 39e04e929483847a3e0722d86d53f69837ed99db (diff) | |
download | mpv-1c2cbeabc270874c8f14e16c8f7a09c1f0a382d9.tar.bz2 mpv-1c2cbeabc270874c8f14e16c8f7a09c1f0a382d9.tar.xz |
vo_opengl: remove quadbuffer/anaglyph stereo 3D rendering
Obscure feature, and I've never heard of anyone using it.
The anaglyph effects can be reproduced with vf_stereo3d. The only thing
that can't be reproduced with it is "quadbuffer", which requires special
and expensive hardware.
Diffstat (limited to 'video/out/gl_common.c')
-rw-r--r-- | video/out/gl_common.c | 86 |
1 files changed, 0 insertions, 86 deletions
diff --git a/video/out/gl_common.c b/video/out/gl_common.c index 6cc2d20a17..d9df1aa7ee 100644 --- a/video/out/gl_common.c +++ b/video/out/gl_common.c @@ -773,92 +773,6 @@ void glDownloadTex(GL *gl, GLenum target, GLenum format, GLenum type, gl->GetTexImage(target, 0, format, type, dataptr); } -void glEnable3DLeft(GL *gl, int type) -{ - GLint buffer; - switch (type) { - case GL_3D_RED_CYAN: - gl->ColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); - break; - case GL_3D_GREEN_MAGENTA: - gl->ColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); - break; - case GL_3D_QUADBUFFER: - gl->GetIntegerv(GL_DRAW_BUFFER, &buffer); - switch (buffer) { - case GL_FRONT: - case GL_FRONT_LEFT: - case GL_FRONT_RIGHT: - buffer = GL_FRONT_LEFT; - break; - case GL_BACK: - case GL_BACK_LEFT: - case GL_BACK_RIGHT: - buffer = GL_BACK_LEFT; - break; - } - gl->DrawBuffer(buffer); - break; - } -} - -void glEnable3DRight(GL *gl, int type) -{ - GLint buffer; - switch (type) { - case GL_3D_RED_CYAN: - gl->ColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); - break; - case GL_3D_GREEN_MAGENTA: - gl->ColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); - break; - case GL_3D_QUADBUFFER: - gl->GetIntegerv(GL_DRAW_BUFFER, &buffer); - switch (buffer) { - case GL_FRONT: - case GL_FRONT_LEFT: - case GL_FRONT_RIGHT: - buffer = GL_FRONT_RIGHT; - break; - case GL_BACK: - case GL_BACK_LEFT: - case GL_BACK_RIGHT: - buffer = GL_BACK_RIGHT; - break; - } - gl->DrawBuffer(buffer); - break; - } -} - -void glDisable3D(GL *gl, int type) -{ - GLint buffer; - switch (type) { - case GL_3D_RED_CYAN: - case GL_3D_GREEN_MAGENTA: - gl->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); - break; - case GL_3D_QUADBUFFER: - gl->DrawBuffer(GL_BACK); - gl->GetIntegerv(GL_DRAW_BUFFER, &buffer); - switch (buffer) { - case GL_FRONT: - case GL_FRONT_LEFT: - case GL_FRONT_RIGHT: - buffer = GL_FRONT; - break; - case GL_BACK: - case GL_BACK_LEFT: - case GL_BACK_RIGHT: - buffer = GL_BACK; - break; - } - gl->DrawBuffer(buffer); - break; - } -} - mp_image_t *glGetWindowScreenshot(GL *gl) { GLint vp[4]; //x, y, w, h |