Make suggestions for improving one of the best games on the net!
gordon1470
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by gordon1470 » Sat Nov 10, 2007 5:33 pm
Had an idea
could bzflag be in anaglyph 3d?
ya know, with the red/blue glasses
just another idea
Winny
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by Winny » Sat Nov 10, 2007 5:45 pm
If you're running it from a terminal:
bzflag -view anaglyph
Or if you're running on windows
Open the shortcut, and add to the end:
-view anaglyph
joevano
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Location: South Bend, Indiana, USA
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by joevano » Sat Nov 10, 2007 6:24 pm
to put it back to normal use '-view normal'
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F687/s
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by F687/s » Sat Nov 10, 2007 7:28 pm
Oh, I really hope those are OpenGL features...
If not, then I wonder what new and *ahem* exciting features are being added to BZFlag as we speak.
blast
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by blast » Sat Nov 10, 2007 10:16 pm
F687/s wrote: Oh, I really hope those are OpenGL features...
If not, then I wonder what new and *ahem* exciting features are being added to BZFlag as we speak.
That kind of stuff has been there for a long time. I think even 1.7 had different display modes. Not sure what modes were available at that time.
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In addition to knowing the secrets of the Universe, I can assure you that I am also quite potty trained. " -Koenma (Yu Yu Hakusho)
JeffM
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by JeffM » Sun Nov 11, 2007 1:20 am
the same modes, all that stuff is from the old SGI days, before it was open source. none of this is new at all.
JeffM
blast
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by blast » Sun Nov 11, 2007 5:17 pm
JeffM
1.7e1 only had: normal, stereo, stacked, and three.
In trunk and 2.0.x, we have an additional: anaglyph and interlaced.
"
In addition to knowing the secrets of the Universe, I can assure you that I am also quite potty trained. " -Koenma (Yu Yu Hakusho)
DTRemenak
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by DTRemenak » Mon Nov 12, 2007 7:11 pm
Anaglyph rendering was added in 1.8 just over 5 years ago, and was one of the items merged into 1.9.
JeffM
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by JeffM » Mon Nov 12, 2007 7:23 pm
That's right, from the good old captain
JeffM