Herra,
it is quite strange. I don't know what could be the cause. When freezing an image like that, if you change the different stereo modes, with all is the same? I don't think so. I think that the modes that Swap Buffers should not produce that.
Regards,
Pablo
Tested with all modes. On my card, modes A, B, D and B- work (B- produces intense flickering).
All modes produces the same effect.
However!
The eye in which the reflections are misplaced is not constant. Sometimes the right eye sees the reflections properly, sometimes the left eye sees them properly, but always the other eye's reflections are misplaced.
This makes me suspect that the render buffer for reflections gets stuck in the viewpoint where the camera was when you happened to enable the 3D mode, or switched between modes. That would explain why the problem switches between view points.
Perhaps the game needs a location update for the reflection rendering every time the viewpoint changes between eyes? I don't know, it seems quite weird indeed, but at least it seems consistent.
The effect is easiest to see at small field of view, looking at an object from long distance. The difference between the object and its reflection increases as the distance increases - at least on my settings with -2.5 convergence and 6.5 separation distance for both eyes.
EDIT: Additional probable bug report: Bailing out causes game to hang. Sometimes gameplay resumes after a long, long, long pause.
[2:47:03] java.lang.ClassCastException: com.maddox.il2.objects.air.Paratrooper
[2:47:03] at com.maddox.il2.engine.hotkey.HookView.computePos(HookView.java:282)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.getAbs(ActorPosMove.java:406)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validate(ActorPosMove.java:133)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.validateRender(ActorPosMove.java:154)
[2:47:03] at com.maddox.il2.engine.ActorPosMove.getRender(ActorPosMove.java:580)
[2:47:03] at com.maddox.il2.engine.Camera3D.activate(Camera3D.java:71)
[2:47:03] at com.maddox.il2.game.Main3D$Camera3DR.activate(Main3D.java:1716)
[2:47:03] at com.maddox.il2.engine.Camera.activate(Camera.java:33)
[2:47:03] at com.maddox.il2.engine.Renders.doPaint(Renders.java:533)
[2:47:03] at com.maddox.il2.engine.Renders.paint(Renders.java:449)
[2:47:03] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[2:47:03] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[2:47:03] at com.maddox.rts.Message._send(Message.java:1217)
[2:47:03] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[2:47:03] at com.maddox.rts.Message.sendTo(Message.java:1134)
[2:47:03] at com.maddox.rts.Message.trySend(Message.java:1115)
[2:47:03] at com.maddox.rts.Time.loopMessages(Time.java:252)
[2:47:03] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[2:47:03] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[2:47:03] at com.maddox.il2.game.Main.exec(Main.java:439)
[2:47:03] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Earlier test version did not have this issue. Probably connected to the camera view mode changing between "air" and "ground"?
Also, just as a personal observation - the ground camera is a bit... cumbersome, especially with head tracking. You try to automatically "look down" to see your plane from above, but instead the camera rises up, which is really disorienting. Having a command line switch between old camera operation and new ground camera would be good to have.
Additionally, when the camera transitions from ground camera to air follow camera, the camera flickers around quite a bit, not knowing whether the plane is in the air or on the ground. This happens especially with planes that have a long take-off roll and slow response after you rotate.