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Oculus VR DK2 Support
- Updated to work with 0.5.x SDK - Uses Oculus Rendering rather than PostFX - Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice - Implements an Offscreen Canvas for in-game gui with oculus - Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
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56 changed files with 2654 additions and 1426 deletions
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@ -113,6 +113,7 @@ class Camera: public ShapeBase
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F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
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F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
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F32 mLastAbsoluteRoll; ///< Stores that last absolute roll value as passed in by ExtendedMove
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/// @name NewtonFlyMode
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/// @{
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@ -235,6 +236,8 @@ class Camera: public ShapeBase
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virtual void processTick( const Move* move );
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virtual void interpolateTick( F32 delta);
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virtual void getCameraTransform( F32* pos,MatrixF* mat );
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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virtual void writePacketData( GameConnection* conn, BitStream* stream );
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virtual void readPacketData( GameConnection* conn, BitStream* stream );
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