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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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@ -269,6 +269,10 @@ public:
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bool getControlCameraTransform(F32 dt,MatrixF* mat);
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bool getControlCameraVelocity(Point3F *vel);
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/// Returns the eye transforms for the control object, using supplemental information
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/// from the provided IDisplayDevice.
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bool getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms);
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bool getControlCameraDefaultFov(F32 *fov);
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bool getControlCameraFov(F32 *fov);
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bool setControlCameraFov(F32 fov);
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@ -280,8 +284,8 @@ public:
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void setFirstPerson(bool firstPerson);
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bool hasDisplayDevice() const { return mDisplayDevice != NULL; }
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const IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
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void setDisplayDevice(IDisplayDevice* display) { mDisplayDevice = display; }
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IDisplayDevice* getDisplayDevice() const { return mDisplayDevice; }
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void setDisplayDevice(IDisplayDevice* display) { if (mDisplayDevice) mDisplayDevice->setDrawCanvas(NULL); mDisplayDevice = display; }
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void clearDisplayDevice() { mDisplayDevice = NULL; }
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void setControlSchemeParameters(bool absoluteRotation, bool addYawToAbsRot, bool addPitchToAbsRot);
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