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:
James Urquhart 2015-05-06 23:07:48 +01:00
parent b3170bcddf
commit 3a457749ec
56 changed files with 2654 additions and 1426 deletions

View file

@ -161,7 +161,6 @@ GFXDevice::GFXDevice()
mAllowRender = true;
mCurrentRenderStyle = RS_Standard;
mCurrentProjectionOffset = Point2F::Zero;
mStereoEyeOffset = Point3F::Zero;
mCanCurrentlyRender = false;
mInitialized = false;
@ -197,6 +196,9 @@ GFXDevice::GFXDevice()
#elif defined TORQUE_OS_PS3
GFXShader::addGlobalMacro( "TORQUE_OS_PS3" );
#endif
mStereoTargets[0] = NULL;
mStereoTargets[1] = NULL;
}
GFXDrawUtil* GFXDevice::getDrawUtil()