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

@ -256,7 +256,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
GFX->setWorldMatrix(worldEyeTransforms[0]);
Frustum gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], eyeTransforms[0]);
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0]);
GFX->setFrustum(gfxFrustum);
SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
@ -277,7 +277,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
GFX->setWorldMatrix(worldEyeTransforms[1]);
gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], eyeTransforms[1]);
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1]);
GFX->setFrustum(gfxFrustum);
SceneCameraState cameraStateRight = SceneCameraState::fromGFX();