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authorRay <raysan5@gmail.com>2016-06-17 13:54:45 +0200
committerRay <raysan5@gmail.com>2016-06-17 13:54:45 +0200
commit24c9b1f717bd9a6510667907614928188a6b6a6f (patch)
tree4dbed77c7b27390d28bc0977f0588a9f8d7d9aa7 /src/rlgl.c
parent9fdf4420d5354c32394246703015a686df8135ce (diff)
downloadraylib-24c9b1f717bd9a6510667907614928188a6b6a6f.tar.gz
raylib-24c9b1f717bd9a6510667907614928188a6b6a6f.zip
Improving Oculus Rift example...
Under design... looking for the easiest and most comprehensive way for the user to use VR...
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 6d003869..d68b9109 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -297,8 +297,8 @@ static void UnloadDefaultShader(void); // Unload default shader
static void UnloadStandardShader(void); // Unload standard shader
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
-static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
-static void DrawDefaultBuffers(void); // Draw default internal buffers vertex data
+void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
+void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data
static void UnloadDefaultBuffers(void); // Unload default internal buffers vertex data from CPU and GPU
static void SetShaderLights(Shader shader); // Sets shader uniform values for lights array
@@ -2542,7 +2542,7 @@ void UpdateOculusTracking(void)
//if (sessionStatus.IsVisible) // the game or experience has VR focus and is visible in the HMD.
}
-void SetOculusMatrix(int eye)
+void SetOculusView(int eye)
{
rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
@@ -3089,7 +3089,7 @@ static void LoadDefaultBuffers(void)
// Update default internal buffers (VAOs/VBOs) with vertex array data
// NOTE: If there is not vertex data, buffers doesn't need to be updated (vertexCount > 0)
// TODO: If no data changed on the CPU arrays --> No need to re-update GPU arrays (change flag required)
-static void UpdateDefaultBuffers(void)
+void rlglUpdateDefaultBuffers(void)
{
// Update lines vertex buffers
if (lines.vCounter > 0)
@@ -3159,7 +3159,7 @@ static void UpdateDefaultBuffers(void)
// Draw default internal buffers vertex data
// NOTE: We draw in this order: lines, triangles, quads
-static void DrawDefaultBuffers(void)
+void rlglDrawDefaultBuffers(void)
{
// Set current shader and upload current MVP matrix
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))