Improving Oculus Rift example...

Under design... looking for the easiest and most comprehensive way for
the user to use VR...
This commit is contained in:
Ray
2016-06-17 13:54:45 +02:00
parent 9fdf4420d5
commit 24c9b1f717
5 changed files with 40 additions and 25 deletions

View File

@@ -297,8 +297,8 @@ static void UnloadDefaultShader(void); // Unload default shader
static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
@@ -2542,7 +2542,7 @@ void UpdateOculusTracking(void)
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
}
void SetOculusMatrix(int eye)
void SetOculusView(int eye)
{
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
@@ -3089,7 +3089,7 @@ static void LoadDefaultBuffers(void)
// Update default internal buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
static void UpdateDefaultBuffers(void)
void rlglUpdateDefaultBuffers(void)
{
// Update lines vertex buffers
if (lines.vCounter > 0)
@@ -3159,7 +3159,7 @@ static void UpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
static void DrawDefaultBuffers(void)
void rlglDrawDefaultBuffers(void)
{
// Set current shader and upload current MVP matrix
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))