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| author | Ray <raysan5@gmail.com> | 2016-07-06 00:54:38 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-07-06 00:54:38 +0200 |
| commit | bc80174357392c0a16b74cd4a9e497a1de367760 (patch) | |
| tree | fdcf31178509e2e5dde7d2b8fcc8e78edba578b8 /src/core.c | |
| parent | 2ff2096b36d80078cbda5e61ff77d7fedeeeaeb5 (diff) | |
| download | raylib-bc80174357392c0a16b74cd4a9e497a1de367760.tar.gz raylib-bc80174357392c0a16b74cd4a9e497a1de367760.zip | |
VR Functions renaming (for generic HMD device)
Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 8 |
1 files changed, 4 insertions, 4 deletions
@@ -521,8 +521,6 @@ void BeginDrawing(void) updateTime = currentTime - previousTime; previousTime = currentTime; - //if (IsOculusReady()) BeginOculusDrawing(); - rlClearScreenBuffers(); // Clear current framebuffers rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlMultMatrixf(MatrixToFloat(downscaleView)); // If downscale required, apply it here @@ -535,8 +533,6 @@ void BeginDrawing(void) void EndDrawing(void) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) - - //if (IsOculusReady()) EndOculusDrawing(); SwapBuffers(); // Copy back buffer to front buffer PollInputEvents(); // Poll user events @@ -590,6 +586,8 @@ void End2dMode(void) void Begin3dMode(Camera camera) { rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) + + if (IsVrDeviceReady()) BeginVrDrawing(); rlMatrixMode(RL_PROJECTION); // Switch to projection matrix @@ -618,6 +616,8 @@ void Begin3dMode(Camera camera) void End3dMode(void) { rlglDraw(); // Process internal buffers (update + draw) + + if (IsVrDeviceReady()) EndVrDrawing(); rlMatrixMode(RL_PROJECTION); // Switch to projection matrix rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack |
