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Put stereo render loop inside ryzom client main loop, see #43
--HG-- branch : multipass-stereo
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2 changed files with 536 additions and 462 deletions
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@ -438,8 +438,17 @@ void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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CMatrix translate;
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CMatrix translate;
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if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
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else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
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camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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CMatrix mat = m_CameraMatrix[cid] * translate;
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camera->setMatrix(m_CameraMatrix[cid] * translate);
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if (camera->getTransformMode() == NL3D::UTransformable::RotQuat)
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{
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camera->setPos(mat.getPos());
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camera->setRotQuat(mat.getRot());
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}
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else
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{
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// camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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camera->setMatrix(mat);
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}
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}
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}
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bool CStereoOVR::wantClear()
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bool CStereoOVR::wantClear()
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