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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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@@ -303,9 +303,6 @@ void rlglClose(void); // De-init rlgl
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void rlglDraw(void); // Draw VAO/VBO
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void rlglLoadExtensions(void *loader); // Load OpenGL extensions
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void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
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void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
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unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU
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RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments)
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void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data
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@@ -358,7 +355,6 @@ void TraceLog(int msgType, const char *text, ...);
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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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