Sure. The difficulties are probably limited. Here is a post I made earlier, where I speculated about what would be required to reproduce the behavior of that tiny test example:Torr Samaho wrote: Can you elaborate the difficulties a bit? Since you already have code that renders left and right view, I'd naively guess it should only be necessary to initialize render mode and feed the two views to the right buffers to get this working. I think about giving this a shot myself, but probably I'm overlooking some difficulties and would be happy about every hint you can give.
http://www.mtbs3d.com/phpBB/viewtopic.p ... 63#p144881
The gzdoom source code is somewhat complex, so I have not yet figured out where to request a stereo OpenGL context, where I would be able to insert a glutEnterGameMode() call, and how I would deal with the fact the players would apparently need to re-set their monitor refresh rate between invocations of the game. I'm concerned they might blame me for that, and for any other idiosyncrasies of this recent 3D hack.
I definitely do render the left and right eye views, and if a stereo context were available, vr_mode 7 would render to the BACK_LEFT and BACK_RIGHT GL buffers. So it might not be far off.
My source changes are all available https://github.com/cmbruns/gzdoom, in case you want to take a crack at it, or to give me suggestions based on your knowledge of the gzdoom code base.
I definitely intend to pursue rendering for 3D vision glasses eventually. But probably not right now. I am totally focused on the Oculus Rift implementation at the moment. If you get it working, please send me a pull request.