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Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo rendering!
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@@ -572,7 +572,6 @@ void EndTextureMode(void); // Ends drawing to r
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Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position
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Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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void DrawDefaultBuffers(void); // Update and draw default buffers vertex data (stored dynamically in frame)
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void SetTargetFPS(int fps); // Set target FPS (maximum)
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float GetFPS(void); // Returns current FPS
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@@ -853,7 +852,6 @@ void DestroyLight(Light light); // Destroy a
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void InitOculusDevice(void); // Init Oculus Rift device
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void CloseOculusDevice(void); // Close Oculus Rift device
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void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
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void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
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void BeginOculusDrawing(void); // Begin Oculus drawing configuration
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void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
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bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready
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