# - topbottom: split screen top/bottom.
# - sidebyside: split screen side by side.
# - crossview: Cross-eyed 3d
-# - pageflip: quadbuffer based 3d.
# Note that the interlaced mode requires shaders to be enabled.
-3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview,pageflip
+3d_mode (3D mode) enum none none,anaglyph,interlaced,topbottom,sidebyside,crossview
# Strength of 3D mode parallax.
3d_paralax_strength (3D mode parallax strength) float 0.025 -0.087 0.087
void Game::shutdown()
{
m_rendering_engine->finalize();
-#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
- if (g_settings->get("3d_mode") == "pageflip") {
- driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
- }
-#endif
+
auto formspec = m_game_ui->getFormspecGUI();
if (formspec)
formspec->quitMenu();
bool vsync = g_settings->getBool("vsync");
u16 fsaa = g_settings->getU16("fsaa");
- // stereo buffer required for pageflip stereo
- bool stereo_buffer = g_settings->get("3d_mode") == "pageflip";
-
// Determine driver
video::E_DRIVER_TYPE driverType = video::EDT_OPENGL;
const std::string &driverstring = g_settings->get("video_driver");
params.AntiAlias = fsaa;
params.Fullscreen = fullscreen;
params.Stencilbuffer = false;
- params.Stereobuffer = stereo_buffer;
params.Vsync = vsync;
params.EventReceiver = receiver;
params.HighPrecisionFPU = true;