Open blackholebomb42 opened 5 years ago
There's a GLSL shader, misc/anaglyph-to-side-by-side, that can take the anaglyph output and create a side-by-side image for use with 3D TVs, HMDs, etc.
There's a GLSL shader, misc/anaglyph-to-side-by-side, that can take the anaglyph output and create a side-by-side image for use with 3D TVs, HMDs, etc.
I don't see any way to modify the parameters, and there's no preset, the screeen is off center and there's only one eye shown.
you should be able to modify the parameters in the 'shader parameters' menu. From the parameters, you should be able to move the images around as needed.
There is indeed no preset, but you can load the individual shader pass. This process trips up enough people, though, that I'll probably add a preset soon.
you should be able to modify the parameters in the 'shader parameters' menu. From the parameters, you should be able to move the images around as needed.
There is indeed no preset, but you can load the individual shader pass. This process trips up enough people, though, that I'll probably add a preset soon.
Yea, I did try to do that, but under the shader parameters it said there were none to edit, thus my confusion.
What version of RetroArch are you using? If it's very old, there was a bug that prevented parameters from showing on GLES devices (like RPi and mobile).
Looks to be 1.7.6
Would love to see vb.sidebyside.separation configuration implemented so this core can be used more successfully with VR headsets.
It would also be great to be able to stretch the image vertically to use the whole screen since side-by-side on most 3D TV by default would stretch the image horizontally, so both image use the full screen. By default the side-by-side option in Beetle VB keep the aspect ratio, so it get distorted when I enable side-by-side on my PlayStation 3D TV. I try different shaders to compensate by in vain.
It would be neat to have side by side made available for use on retropie via beetle-vb; running mednafen directly on a pie it unfortunately too slow due to lack of opengl support.