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Basic fix for reflections in both stereo rendering modes
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parent
fa7697b13e
commit
1198932e87
6 changed files with 150 additions and 155 deletions
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@ -256,7 +256,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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GFX->setWorldMatrix(worldEyeTransforms[0]);
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Frustum gfxFrustum = originalFrustum;
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0], eyeTransforms[0]);
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0]);
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GFX->setFrustum(gfxFrustum);
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SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
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@ -277,7 +277,7 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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GFX->setWorldMatrix(worldEyeTransforms[1]);
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gfxFrustum = originalFrustum;
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1], eyeTransforms[1]);
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MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1]);
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GFX->setFrustum(gfxFrustum);
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SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
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