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authorRay <raysan5@gmail.com>2016-06-21 08:59:29 +0200
committerRay <raysan5@gmail.com>2016-06-21 08:59:29 +0200
commit6062201e8f543c227a0adbb77f3a0941772be889 (patch)
tree32233ad6ce270f1529b09528a922633ae7a09e75 /examples
parentb01f5ff6a7e0d7a91057da618a688000eec6365d (diff)
downloadraylib-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.c12
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();
//----------------------------------------------------------------------------------