mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-25 22:35:37 +00:00
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)
This commit is contained in:
parent
b3170bcddf
commit
3a457749ec
56 changed files with 2654 additions and 1426 deletions
|
|
@ -39,6 +39,9 @@
|
|||
#include "scene/sceneManager.h"
|
||||
#define __SCENEMANAGER_H__
|
||||
#endif
|
||||
#ifndef _IDISPLAYDEVICE_H_
|
||||
#include "platform/output/IDisplayDevice.h"
|
||||
#endif
|
||||
|
||||
class NetConnection;
|
||||
class ProcessList;
|
||||
|
|
@ -418,6 +421,7 @@ public:
|
|||
|
||||
// Not implemented here, but should return the Camera to world transformation matrix
|
||||
virtual void getCameraTransform (F32 *pos, MatrixF *mat ) { *mat = MatrixF::Identity; }
|
||||
virtual void getEyeCameraTransform ( IDisplayDevice *device, U32 eyeId, MatrixF *mat ) { *mat = MatrixF::Identity; }
|
||||
|
||||
/// Returns the water object we are colliding with, it is up to derived
|
||||
/// classes to actually set this object.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue