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Trinity3DS v1.5.2 - Stereo 3D Fix & Disparity Safety
Isolated the uncapped framerate weapon bobbing interpolation from stereoscopic pass rendering.
Both left and right eyes now share the identical interpolated base coordinate before applying stereo offset, ensuring pixel-perfect 0-disparity on the screen plane.
No more ghosting, double weapon sprites, or bobbing jitter!
Dynamic Near-Wall Disparity Clamping:
Added active distance tracking of close geometry. When standing right against walls, pillars, or tight corners, eye separation dynamically clamps so crossed disparity never exceeds the human fusional limit (<= 8 px).
Walking right next to walls is now 100% crisp and single-imaged while retaining full, rich diorama depth across rooms and background vistas.
Calibrated Human Interocular Scale:
Recalibrated baseline camera separation to match Doomguy's 32-unit player body dimensions, creating perfectly natural 3D depth.