Remove unused stereo target codepath in Oculus code

This commit is contained in:
James Urquhart 2015-05-08 11:55:54 +01:00
parent 3a457749ec
commit 2aca5f6ee7

View file

@ -238,28 +238,6 @@ bool OculusVRHMDDevice::setupTargets()
gLastStereoTexture = mEyeTexture[0];
}
else if (mDesiredRenderingMode == GFXDevice::RS_StereoRenderTargets)
{
// Setup two targets
Point2I rtSize;
GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
mRTFormat = targetFormat;
// Left
rtSize = generateRenderTarget(mEyeRT[0], mEyeTexture[0], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[0].w, mRecomendedEyeTargetSize[0].h));
mEyeViewport[0] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
// Right
rtSize = generateRenderTarget(mEyeRT[1], mEyeTexture[1], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[1].w, mRecomendedEyeTargetSize[1].h));
mEyeViewport[1] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
mStereoRT = NULL;
mStereoTexture = NULL;
gLastStereoTexture = mEyeTexture[0];
}
else
{
// No rendering, abort!