mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +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
|
|
@ -439,6 +439,7 @@ protected:
|
|||
|
||||
F32 mLastAbsoluteYaw; ///< Stores that last absolute yaw value as passed in by ExtendedMove
|
||||
F32 mLastAbsolutePitch; ///< Stores that last absolute pitch value as passed in by ExtendedMove
|
||||
F32 mLastAbsoluteRoll; ///< Stores that last absolute roll value as passed in by ExtendedMove
|
||||
|
||||
S32 mMountPending; ///< mMountPending suppresses tickDelay countdown so players will sit until
|
||||
///< their mount, or another animation, comes through (or 13 seconds elapses).
|
||||
|
|
@ -683,6 +684,7 @@ public:
|
|||
void getEyeBaseTransform(MatrixF* mat, bool includeBank);
|
||||
void getRenderEyeTransform(MatrixF* mat);
|
||||
void getRenderEyeBaseTransform(MatrixF* mat, bool includeBank);
|
||||
virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
|
||||
void getCameraParameters(F32 *min, F32 *max, Point3F *offset, MatrixF *rot);
|
||||
void getMuzzleTransform(U32 imageSlot,MatrixF* mat);
|
||||
void getRenderMuzzleTransform(U32 imageSlot,MatrixF* mat);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue