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https://github.com/TorqueGameEngines/Torque3D.git
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Remove projection offset, add the hmd head matrix. Also tidy up a few things.
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20 changed files with 126 additions and 113 deletions
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@ -239,7 +239,6 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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MatrixF originalWorld = GFX->getWorldMatrix();
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Frustum originalFrustum = GFX->getFrustum();
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Point2F projOffset = GFX->getCurrentProjectionOffset();
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
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@ -257,7 +256,6 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
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SceneRenderState renderStateLeft( this, renderState->getScenePassType(), cameraStateLeft );
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renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
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renderStateLeft.setSceneRenderField(0);
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renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone ); // left
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@ -277,7 +275,6 @@ void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, S
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SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
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SceneRenderState renderStateRight( this, renderState->getScenePassType(), cameraStateRight );
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renderStateRight.setSceneRenderStyle(SRS_SideBySide);
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renderStateRight.setSceneRenderField(1);
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renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone ); // right
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