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VR Functions renaming (for generic HMD device)
Stereo rendering has been moved again to Begin3dMode() and End3dMode(), it has some limitations but makes more sense...
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@@ -521,8 +521,6 @@ void BeginDrawing(void)
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updateTime = currentTime - previousTime;
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previousTime = currentTime;
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//if (IsOculusReady()) BeginOculusDrawing();
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rlClearScreenBuffers(); // Clear current framebuffers
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here
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@@ -535,8 +533,6 @@ void BeginDrawing(void)
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void EndDrawing(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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//if (IsOculusReady()) EndOculusDrawing();
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SwapBuffers(); // Copy back buffer to front buffer
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PollInputEvents(); // Poll user events
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@@ -590,6 +586,8 @@ 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()) BeginVrDrawing();
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rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
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@@ -618,6 +616,8 @@ void Begin3dMode(Camera camera)
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void End3dMode(void)
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{
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rlglDraw(); // Process internal buffers (update + draw)
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if (IsVrDeviceReady()) 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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