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authorRay <raysan5@gmail.com>2016-06-21 08:59:29 +0200
committerRay <raysan5@gmail.com>2016-06-21 08:59:29 +0200
commit6062201e8f543c227a0adbb77f3a0941772be889 (patch)
tree32233ad6ce270f1529b09528a922633ae7a09e75 /src/rlgl.c
parentb01f5ff6a7e0d7a91057da618a688000eec6365d (diff)
downloadraylib-6062201e8f543c227a0adbb77f3a0941772be889.tar.gz
raylib-6062201e8f543c227a0adbb77f3a0941772be889.zip
Simplify Oculus example...
...to align it with standard raylib code. Final goal would be having the same code work for every platform with no changes...
Diffstat (limited to 'src/rlgl.c')
-rw-r--r--src/rlgl.c12
1 files changed, 11 insertions, 1 deletions
diff --git a/src/rlgl.c b/src/rlgl.c
index 2d4d951c..eee19ef4 100644
--- a/src/rlgl.c
+++ b/src/rlgl.c
@@ -76,7 +76,7 @@
#include "standard_shader.h" // Standard shader to embed
#endif
-#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
+//#define RLGL_OCULUS_SUPPORT // Enable Oculus Rift code
#if defined(RLGL_OCULUS_SUPPORT)
#include "external/OculusSDK/LibOVR/Include/OVR_CAPI_GL.h" // Oculus SDK for OpenGL
#endif
@@ -268,6 +268,7 @@ static unsigned int frameIndex = 0; // Oculus frames counter, used to discar
#endif
static bool vrSimulator = false; // VR simulator (stereo rendering on window, without vr device)
+static bool vrEnabled = false; // VR enabled flag (required by core module)
// Compressed textures support flags
static bool texCompDXTSupported = false; // DDS texture compression support
@@ -2523,6 +2524,7 @@ void InitOculusDevice(void)
}
#else
vrSimulator = true;
+ vrEnabled = true;
#endif
if (vrSimulator)
@@ -2548,6 +2550,14 @@ void CloseOculusDevice(void)
// TODO: Unload stereo framebuffer and texture
// TODO: Unload oculus-distortion shader
}
+
+ vrEnabled = false;
+}
+
+// Track stereoscopic rendering
+bool VrEnabled(void)
+{
+ return vrEnabled;
}
// Update Oculus Rift tracking (position and orientation)