mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 15:14:35 +00:00
Basic fix for stereo rendering without a display device
This commit is contained in:
parent
8a55feebef
commit
efc47ed757
6 changed files with 104 additions and 30 deletions
|
|
@ -354,10 +354,10 @@ public:
|
|||
void setStereoEyeTransforms(MatrixF *transforms) { dMemcpy(mStereoEyeTransforms, transforms, sizeof(mStereoEyeTransforms)); dMemcpy(mInverseStereoEyeTransforms, transforms, sizeof(mInverseStereoEyeTransforms)); mInverseStereoEyeTransforms[0].inverse(); mInverseStereoEyeTransforms[1].inverse(); }
|
||||
|
||||
/// Set the current eye offset used during stereo rendering. Assumes NumStereoPorts are available.
|
||||
void setFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); }
|
||||
void setStereoFovPort(const FovPort *ports) { dMemcpy(mFovPorts, ports, sizeof(mFovPorts)); }
|
||||
|
||||
/// Get the current eye offset used during stereo rendering
|
||||
const FovPort* getSteroFovPort() { return mFovPorts; }
|
||||
const FovPort* getStereoFovPort() { return mFovPorts; }
|
||||
|
||||
/// Sets stereo viewports
|
||||
void setSteroViewports(const RectI *ports) { dMemcpy(mStereoViewports, ports, sizeof(RectI) * NumStereoPorts); }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue