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| author | Ray <raysan5@gmail.com> | 2016-07-11 14:43:58 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-07-11 14:43:58 +0200 |
| commit | 84d1b19f61865d1bad32c9e159955a30efa57103 (patch) | |
| tree | ddc5d050fba390c6a84caa06480ae8ae97439c5d /examples | |
| parent | 24c267d32499c35c5cd61e52e9e32f15cc79faad (diff) | |
| download | raylib-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.c | 6 |
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"); |
