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| author | Ray <raysan5@gmail.com> | 2016-06-17 13:54:45 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-06-17 13:54:45 +0200 |
| commit | 24c9b1f717bd9a6510667907614928188a6b6a6f (patch) | |
| tree | 4dbed77c7b27390d28bc0977f0588a9f8d7d9aa7 /src/rlgl.c | |
| parent | 9fdf4420d5354c32394246703015a686df8135ce (diff) | |
| download | raylib-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.c | 10 |
1 files changed, 5 insertions, 5 deletions
@@ -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)) |
