cvar_t gl_lockarrays_minimumvertices = {0, "gl_lockarrays_minimumvertices", "1", "minimum number of vertices required for use of glLockArraysEXT, setting this too low may reduce performance"};
cvar_t gl_vbo = {0, "gl_vbo", "1", "make use of GL_ARB_vertex_buffer_object extension to store static geometry in video memory for faster rendering"};
+cvar_t v_flipped = {0, "v_flipped", "0", "mirror the screen (poor man's left handed mode"};
+qboolean v_flipped_state = false;
+
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
Cvar_RegisterVariable(&r_render);
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_polyblend);
+ Cvar_RegisterVariable(&v_flipped);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
Cvar_RegisterVariable(&gl_lockarrays_minimumvertices);
void GL_SetupView_Orientation_Identity (void)
{
backend_viewmatrix = identitymatrix;
+ v_flipped_state = false;
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+
+ v_flipped_state = v_flipped.integer;
+ if(v_flipped_state)
+ {
+ Matrix4x4_Transpose(&basematrix, &backend_viewmatrix);
+ Matrix4x4_ConcatScale3(&basematrix, -1, 1, 1);
+ Matrix4x4_Transpose(&backend_viewmatrix, &basematrix);
+ }
+
//Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
//Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
//Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
void GL_CullFace(int state)
{
CHECKGLERROR
+
+ if(v_flipped_state)
+ {
+ if(state == GL_FRONT)
+ state = GL_BACK;
+ else if(state == GL_BACK)
+ state = GL_FRONT;
+ }
+
if (state != GL_NONE)
{
if (!gl_state.cullfaceenable)