Set the default WaterFogData plane distance to be the same as global
bounds. This solves an issue with the connection's control object
mistakenly thinking it is under a water plane in a debug build.
During side-by-side rendering the refraction texture needs to be updated
for both the left and right fields. These changes add a new GFXDevice
event type to track when a field is about to be rendered. The
ReflectionManager listens to this new event and ensures that the
refraction texture will be updated if it is referenced by a material.
- The PlaneReflector class now supports side-by-side rendering. This
does mean that while in this rendering style that all planar reflections
are rendered twice, as reflection is a screen space effect from the eye
point of view.
- Planar reflections now work in the Oculus Rift.
- Modified GuiTSCtrl::onRender() to move up where the rendering style is
defined to just before the reflection manager has its turn.
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.