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| author | Ray <raysan5@gmail.com> | 2016-07-04 01:29:23 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-07-04 01:29:23 +0200 |
| commit | ee72654b557202a673f042484c83d3020ae618b8 (patch) | |
| tree | 3479ad33ec4feafe25b7b32ee8c9df973d5f1a3f /src/rlgl.h | |
| parent | 164ead03c9f4d8af6d2e2e0eabcf40a60ad47cb3 (diff) | |
| download | raylib-ee72654b557202a673f042484c83d3020ae618b8.tar.gz raylib-ee72654b557202a673f042484c83d3020ae618b8.zip | |
Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo
rendering!
Diffstat (limited to 'src/rlgl.h')
| -rw-r--r-- | src/rlgl.h | 4 |
1 files changed, 0 insertions, 4 deletions
@@ -303,9 +303,6 @@ void rlglClose(void); // De-init rlgl void rlglDraw(void); // Draw VAO/VBO void rlglLoadExtensions(void *loader); // Load OpenGL extensions -void rlglUpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data -void rlglDrawDefaultBuffers(void); // Draw default internal buffers vertex data - unsigned int rlglLoadTexture(void *data, int width, int height, int textureFormat, int mipmapCount); // Load texture in GPU RenderTexture2D rlglLoadRenderTexture(int width, int height); // Load a texture to be used for rendering (fbo with color and depth attachments) void rlglUpdateTexture(unsigned int id, int width, int height, int format, void *data); // Update GPU texture with new data @@ -358,7 +355,6 @@ void TraceLog(int msgType, const char *text, ...); void InitOculusDevice(void); // Init Oculus Rift device void CloseOculusDevice(void); // Close Oculus Rift device void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation) -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 IsOculusReady(void); // Detect if oculus device (or simulator) is ready |
