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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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@ -63,7 +63,6 @@
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#include "console/dynamicTypes.h"
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#endif
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class GFXCubemap;
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class TSShapeInstance;
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class SceneRenderState;
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@ -1583,6 +1582,13 @@ public:
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/// @param mat Camera transform (out)
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virtual void getCameraTransform(F32* pos,MatrixF* mat);
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/// Gets the view transform for a particular eye, taking into account the current absolute
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/// orient and position values of the display device.
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virtual void getEyeCameraTransform( IDisplayDevice *display, U32 eyeId, MatrixF *outMat );
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/// Calculates a delta camera angle and view position based on inPose
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virtual DisplayPose calcCameraDeltaPose(GameConnection *con, DisplayPose inPose);
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/// Gets the index of a node inside a mounted image given the name
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/// @param imageSlot Image slot
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/// @param nodeName Node name
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