Redesigned stereo rendering mechanism

Now it's easier for the user! Just init Oculus device and get stereo
rendering!
This commit is contained in:
Ray
2016-07-04 01:29:23 +02:00
parent 164ead03c9
commit ee72654b55
6 changed files with 259 additions and 244 deletions

View File

@@ -303,9 +303,6 @@ void rlglClose(void); // De-init rlgl
void rlglDraw(void); // Draw VAO/VBO
void rlglLoadExtensions(void *loader); // Load OpenGL extensions
void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
@@ -358,7 +355,6 @@ void TraceLog(int msgType, const char *text, ...);
void InitOculusDevice(void); // Init Oculus Rift device
void CloseOculusDevice(void); // Close Oculus Rift device
void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation)
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
bool IsOculusReady(void); // Detect if oculus device (or simulator) is ready