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authorRay <raysan5@gmail.com>2016-06-15 00:54:55 +0200
committerRay <raysan5@gmail.com>2016-06-15 00:54:55 +0200
commit3468af213f88cd367eac43826ad49f9e9fc730f4 (patch)
treea5e2518de74d31ebbc485d7b00d74d12544a1a4e /examples
parentd5d1305bc06f24b21e70b7ed0f8bc0b774e55727 (diff)
downloadraylib-3468af213f88cd367eac43826ad49f9e9fc730f4.tar.gz
raylib-3468af213f88cd367eac43826ad49f9e9fc730f4.zip
Reviewing Oculus rendering...
Diffstat (limited to 'examples')
-rw-r--r--examples/core_oculus_rift.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index 86517829..3c9d7840 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -55,6 +55,8 @@ int main()
for (int eye = 0; eye < 2; eye++)
{
+ // TODO: Probably projection and view matrices could be created here...
+ // ...without the need to create it internally through Begin3dMode()
Begin3dMode(camera);
SetOculusMatrix(eye);
@@ -64,6 +66,8 @@ int main()
DrawGrid(10, 1.0f);
+ // TODO: Call internal buffers drawing directly (rlglDraw()) and...
+ // ...reset internal matrices, instead of letting End3dMode() do that
End3dMode();
}