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.
This commit is contained in:
DavidWyand-GG 2013-10-25 01:57:38 -04:00
parent 15673810c6
commit 2fc5adb536
3 changed files with 153 additions and 72 deletions

View file

@ -202,8 +202,11 @@ public:
virtual F32 calcScore( const ReflectParams &params );
virtual void updateReflection( const ReflectParams &params );
/// Set up the GFX matrices
void setGFXMatrices( const MatrixF &camTrans );
/// Set up camera matrix for a reflection on the plane
MatrixF getCameraReflection( MatrixF &camTrans );
MatrixF getCameraReflection( const MatrixF &camTrans );
/// Oblique frustum clipping - use near plane of zbuffer as a clip plane
MatrixF getFrustumClipProj( MatrixF &modelview );