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Remove Oculus support from code
Moved to custom example, now raylib only supports simulated VR rendering. Oculus code was too device dependant... waiting for OpenXR.
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@@ -755,11 +755,8 @@ void End2dMode(void)
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void Begin3dMode(Camera camera)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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@@ -786,8 +783,6 @@ void End3dMode(void)
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{
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rlglDraw(); // Process internal buffers (update + draw)
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if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack
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