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| author | Ray <raysan5@gmail.com> | 2016-06-21 08:59:29 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-06-21 08:59:29 +0200 |
| commit | 6062201e8f543c227a0adbb77f3a0941772be889 (patch) | |
| tree | 32233ad6ce270f1529b09528a922633ae7a09e75 /examples | |
| parent | b01f5ff6a7e0d7a91057da618a688000eec6365d (diff) | |
| download | raylib-6062201e8f543c227a0adbb77f3a0941772be889.tar.gz raylib-6062201e8f543c227a0adbb77f3a0941772be889.zip | |
Simplify Oculus example...
...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/core_oculus_rift.c | 12 |
1 files changed, 1 insertions, 11 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c index 32e6b1c6..e0ab61fd 100644 --- a/examples/core_oculus_rift.c +++ b/examples/core_oculus_rift.c @@ -52,14 +52,9 @@ int main() ClearBackground(RAYWHITE); Begin3dMode(camera); - //BeginOculusDrawing(camera); // Add it to Begin3dMode() ? - + 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); - SetOculusView(eye); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); @@ -67,15 +62,10 @@ int main() DrawGrid(10, 1.0f); - // TODO: Call internal buffers drawing directly (rlglDraw()) and... - // ...reset internal matrices, instead of letting End3dMode() do that - //End3dMode(); - DrawDefaultBuffers(); // Process internal dynamic buffers } End3dMode(); - //EndOculusDrawing(); // Add it to End3dMode() ? EndDrawing(); //---------------------------------------------------------------------------------- |
