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authorRay <raysan5@gmail.com>2016-07-06 00:54:38 +0200
committerRay <raysan5@gmail.com>2016-07-06 00:54:38 +0200
commitbc80174357392c0a16b74cd4a9e497a1de367760 (patch)
treefdcf31178509e2e5dde7d2b8fcc8e78edba578b8 /src/core.c
parent2ff2096b36d80078cbda5e61ff77d7fedeeeaeb5 (diff)
downloadraylib-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.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/core.c b/src/core.c
index f8a83e25..107fc0a0 100644
--- a/src/core.c
+++ b/src/core.c
@@ -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