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https://github.com/TorqueGameEngines/Torque3D.git
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Basic fix for stereo rendering without a display device
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parent
8a55feebef
commit
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6 changed files with 104 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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@ -391,6 +398,11 @@ bool GameProcessCameraQuery(CameraQuery *query)
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display->getStereoViewports(query->stereoViewports);
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display->getStereoTargets(query->stereoTargets);
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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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if(!connection->getControlCameraFov(&cameraFov))
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