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Remove unused stereo target codepath in Oculus code
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1 changed files with 0 additions and 22 deletions
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@ -238,28 +238,6 @@ bool OculusVRHMDDevice::setupTargets()
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gLastStereoTexture = mEyeTexture[0];
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gLastStereoTexture = mEyeTexture[0];
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}
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}
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else if (mDesiredRenderingMode == GFXDevice::RS_StereoRenderTargets)
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{
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// Setup two targets
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Point2I rtSize;
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GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
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mRTFormat = targetFormat;
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// Left
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rtSize = generateRenderTarget(mEyeRT[0], mEyeTexture[0], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[0].w, mRecomendedEyeTargetSize[0].h));
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mEyeViewport[0] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
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// Right
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rtSize = generateRenderTarget(mEyeRT[1], mEyeTexture[1], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[1].w, mRecomendedEyeTargetSize[1].h));
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mEyeViewport[1] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
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mStereoRT = NULL;
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mStereoTexture = NULL;
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gLastStereoTexture = mEyeTexture[0];
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}
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else
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else
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{
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{
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// No rendering, abort!
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// No rendering, abort!
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