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authorRay <raysan5@gmail.com>2016-07-11 14:43:58 +0200
committerRay <raysan5@gmail.com>2016-07-11 14:43:58 +0200
commit84d1b19f61865d1bad32c9e159955a30efa57103 (patch)
treeddc5d050fba390c6a84caa06480ae8ae97439c5d /examples
parent24c267d32499c35c5cd61e52e9e32f15cc79faad (diff)
downloadraylib-84d1b19f61865d1bad32c9e159955a30efa57103.tar.gz
raylib-84d1b19f61865d1bad32c9e159955a30efa57103.zip
Added custom Oculus CV1 parameters
Matching the same stereo rendering result given by Oculus PC SDK for Oculus Rift CV1 is very difficult because hardware has changed a lot and DK2 distortion shader and parameters don't fit on CV1. Some custom parameters have been calculated to simulate kind of CV1 stereo rendering. Further work is required on this point.
Diffstat (limited to 'examples')
-rw-r--r--examples/core_oculus_rift.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index b8a60f7a..88e411d4 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -18,8 +18,10 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 1280;
- int screenHeight = 800;
+ int screenWidth = 1080;
+ int screenHeight = 600;
+
+ // NOTE: screenWidth/screenHeight should match VR device aspect ratio
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");