VertexShaderManager: Add stereoscopy options to swap the left and right eye.

This commit is contained in:
Jules Blok
2014-10-31 16:05:44 +01:00
parent c3ad6e7820
commit 1261bd02ca
4 changed files with 9 additions and 2 deletions

View File

@ -152,6 +152,7 @@ static wxString shader_errors_desc = wxTRANSLATE("Usually if shader compilation
static wxString stereo_3d_desc = wxTRANSLATE("Side-by-side stereoscopic 3D.");
static wxString stereo_separation_desc = wxTRANSLATE("Control the Interpupillary distance.");
static wxString stereo_focal_desc = wxTRANSLATE("Control the distance at which objects appear to be at screen depth.");
static wxString stereo_swap_desc = wxTRANSLATE("Swap the left and right eye.\n\nIf unsure, leave this unchecked.");
#if !defined(__APPLE__)
@ -470,6 +471,8 @@ VideoConfigDiag::VideoConfigDiag(wxWindow* parent, const std::string &title, con
szr_stereo->Add(new wxStaticText(page_enh, wxID_ANY, _("Focal Length:")), 1, wxALIGN_CENTER_VERTICAL, 0);
szr_stereo->Add(foc_slider, 1, wxEXPAND | wxRIGHT);
szr_stereo->Add(CreateCheckBox(page_enh, _("Swap eyes"), wxGetTranslation(stereo_swap_desc), vconfig.bStereoSwapEyes));
wxStaticBoxSizer* const group_stereo = new wxStaticBoxSizer(wxVERTICAL, page_enh, _("Stereoscopy"));
group_stereo->Add(szr_stereo, 1, wxEXPAND | wxLEFT | wxRIGHT | wxBOTTOM, 5);
szr_enh_main->Add(group_stereo, 0, wxEXPAND | wxALL, 5);