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PlaneReflector Support for Side-by-Side Rendering
- The PlaneReflector class now supports side-by-side rendering. This does mean that while in this rendering style that all planar reflections are rendered twice, as reflection is a screen space effect from the eye point of view. - Planar reflections now work in the Oculus Rift. - Modified GuiTSCtrl::onRender() to move up where the rendering style is defined to just before the reflection manager has its turn.
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3 changed files with 153 additions and 72 deletions
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@ -202,8 +202,11 @@ public:
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virtual F32 calcScore( const ReflectParams ¶ms );
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virtual void updateReflection( const ReflectParams ¶ms );
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/// Set up the GFX matrices
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void setGFXMatrices( const MatrixF &camTrans );
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/// Set up camera matrix for a reflection on the plane
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MatrixF getCameraReflection( MatrixF &camTrans );
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MatrixF getCameraReflection( const MatrixF &camTrans );
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/// Oblique frustum clipping - use near plane of zbuffer as a clip plane
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MatrixF getFrustumClipProj( MatrixF &modelview );
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