Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -219,11 +219,11 @@ public:
/// The device has started rendering a frame's field (such as for side-by-side rendering)
deStartOfField,
/// left stereo frame has been rendered
deLeftStereoFrameRendered,
/// left stereo frame has been rendered
deLeftStereoFrameRendered,
/// right stereo frame has been rendered
deRightStereoFrameRendered,
/// right stereo frame has been rendered
deRightStereoFrameRendered,
/// The device is about to finish rendering a frame's field
deEndOfField,
@ -254,7 +254,7 @@ public:
{
RS_Standard = 0,
RS_StereoSideBySide = (1<<0), // Render into current Render Target side-by-side
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
RS_StereoSeparate = (1<<1) // Render in two separate passes (then combined by vr compositor)
};
enum GFXDeviceLimits
@ -409,7 +409,7 @@ public:
setViewport(mStereoViewports[eyeId]);
}
mCurrentStereoTarget = eyeId;
mCurrentStereoTarget = eyeId;
}
GFXCardProfiler* getCardProfiler() const { return mCardProfiler; }
@ -481,7 +481,7 @@ public:
/// Returns the first format from the list which meets all
/// the criteria of the texture profile and query options.
virtual GFXFormat selectSupportedFormat(GFXTextureProfile *profile,
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) = 0;
const Vector<GFXFormat> &formats, bool texture, bool mustblend, bool mustfilter) = 0;
/// @}