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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.h
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.h')
-rw-r--r--src/rlgl.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/rlgl.h b/src/rlgl.h
index e2e1dde6..c0e93a65 100644
--- a/src/rlgl.h
+++ b/src/rlgl.h
@@ -362,6 +362,7 @@ void UpdateOculusTracking(void); // Update Oculus Rift tracking (posi
void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data
void BeginOculusDrawing(void); // Begin Oculus drawing configuration
void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror)
+bool VrEnabled(void); // Track stereoscopic rendering
#ifdef __cplusplus
}