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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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@ -39,6 +39,10 @@
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#include "core/util/tVector.h"
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#endif
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#ifndef _MATHUTIL_FRUSTUM_H_
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#include "math/util/frustum.h"
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#endif
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class Box3F;
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class RectI;
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@ -326,6 +330,13 @@ namespace MathUtils
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F32 aspectRatio,
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F32 nearPlane );
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void makeFovPortFrustum( Frustum *outFrustum,
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bool isOrtho,
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F32 nearDist,
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F32 farDist,
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const FovPort &inPort,
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const MatrixF &transform = MatrixF(1) );
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/// Build a GFX projection matrix from the frustum parameters
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/// including the optional rotation required by GFX.
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void makeProjection( MatrixF *outMatrix,
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