Basic fix for reflections in both stereo rendering modes

This commit is contained in:
James Urquhart 2016-06-08 22:50:10 +01:00
parent fa7697b13e
commit 1198932e87
6 changed files with 150 additions and 155 deletions

View file

@ -53,6 +53,7 @@ struct ReflectParams
Point2I viewportExtent;
Frustum culler;
U32 startOfUpdateMs;
S8 eyeId;
};
@ -191,7 +192,7 @@ public:
{
refplane.set( Point3F(0,0,0), Point3F(0,0,1) );
objectSpace = false;
mLastTexSize = 0;
mLastTexSize = Point2I(0,0);
}
virtual ~PlaneReflector() {}
@ -213,7 +214,7 @@ public:
protected:
U32 mLastTexSize;
Point2I mLastTexSize;
// The camera position at the last update.
Point3F mLastPos;
@ -224,7 +225,9 @@ protected:
public:
GFXTextureTargetRef reflectTarget;
GFXTexHandle reflectTex;
GFXTexHandle innerReflectTex[2]; /// < Textures we actually render to
GFXTexHandle reflectTex; ///< Last texture we rendered to
GFXTexHandle depthBuff;
PlaneF refplane;
bool objectSpace;