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Merge pull request #1330 from jamesu/stereo_render_fix
Basic fix for stereo rendering without a display device
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commit
6b9e5dd15e
6 changed files with 105 additions and 30 deletions
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@ -349,7 +349,13 @@ bool GameProcessCameraQuery(CameraQuery *query)
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// Provide some default values
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query->projectionOffset = Point2F::Zero;
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query->stereoTargets[0] = 0;
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query->stereoTargets[1] = 0;
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query->eyeOffset[0] = Point3F::Zero;
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query->eyeOffset[1] = Point3F::Zero;
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query->hasFovPort = false;
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query->hasStereoTargets = false;
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F32 cameraFov = 0.0f;
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bool fovSet = false;
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@ -383,6 +389,7 @@ bool GameProcessCameraQuery(CameraQuery *query)
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{
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display->getFovPorts(query->fovPort);
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fovSet = true;
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query->hasFovPort = true;
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}
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// Grab the latest overriding render view transforms
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@ -390,6 +397,12 @@ bool GameProcessCameraQuery(CameraQuery *query)
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display->getStereoViewports(query->stereoViewports);
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display->getStereoTargets(query->stereoTargets);
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query->hasStereoTargets = true;
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}
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else
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{
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query->eyeTransforms[0] = query->cameraMatrix;
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query->eyeTransforms[1] = query->cameraMatrix;
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}
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// Use the connection's FOV settings if requried
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