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Fix build.
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1 changed files with 3 additions and 3 deletions
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@ -343,7 +343,7 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
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const float angleIncrement = horizontalAngle / (numHorizontalVertices - 1);
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const float halfHorizontalAngle = horizontalAngle / 2;
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const float halfHorizontalAngle = horizontalAngle / 2;
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const float verticalAngleIncrement = verticalAngle / (numVerticalVertices - 1);
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const float verticalAngleIncrement = _oculusAngle / (numVerticalVertices - 1);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -417,8 +417,8 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
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float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float leftAngle = (newMouseX / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float rightAngle = ((newMouseX + newWidth) / (float)widgetWidth) * horizontalAngle - halfHorizontalAngle;
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float bottomAngle = (newMouseY / (float)widgetHeight) * verticalAngle - halfVerticalAngle;
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float bottomAngle = (newMouseY / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * verticalAngle - halfVerticalAngle;
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float topAngle = ((newMouseY - newHeight) / (float)widgetHeight) * _oculusAngle - halfVerticalAngle;
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float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
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float leftX, rightX, leftZ, rightZ, topZ, bottomZ;
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