From ab1ae4aad5f4eabe97c5eaa3ebd7410be9bf7dc2 Mon Sep 17 00:00:00 2001 From: Brad Davis Date: Wed, 1 Jul 2015 08:27:18 -0700 Subject: [PATCH] Working on Oculus 0.5 support --- .../oculus/Oculus_0_5_DisplayPlugin.cpp | 35 +------------------ 1 file changed, 1 insertion(+), 34 deletions(-) diff --git a/libraries/display-plugins/src/display-plugins/oculus/Oculus_0_5_DisplayPlugin.cpp b/libraries/display-plugins/src/display-plugins/oculus/Oculus_0_5_DisplayPlugin.cpp index e7c60e858f..fb896b3cc8 100644 --- a/libraries/display-plugins/src/display-plugins/oculus/Oculus_0_5_DisplayPlugin.cpp +++ b/libraries/display-plugins/src/display-plugins/oculus/Oculus_0_5_DisplayPlugin.cpp @@ -104,37 +104,4 @@ void Oculus_0_5_DisplayPlugin::finishFrame() { doneCurrent(); }; - -#if 0 -/* -An alternative way to render the UI is to pass it specifically as a composition layer to -the Oculus SDK which should technically result in higher quality. However, the SDK doesn't -have a mechanism to present the image as a sphere section, which is our desired look. -*/ -ovrLayerQuad& uiLayer = getUiLayer(); -if (nullptr == uiLayer.ColorTexture || overlaySize != _uiFbo->size) { - _uiFbo->Resize(overlaySize); - uiLayer.ColorTexture = _uiFbo->color; - uiLayer.Viewport.Size.w = overlaySize.x; - uiLayer.Viewport.Size.h = overlaySize.y; - float overlayAspect = aspect(overlaySize); - uiLayer.QuadSize.x = 1.0f; - uiLayer.QuadSize.y = 1.0f / overlayAspect; -} - -_uiFbo->Bound([&] { - Q_ASSERT(0 == glGetError()); - using namespace oglplus; - Context::Viewport(_uiFbo->size.x, _uiFbo->size.y); - glClearColor(0, 0, 0, 0); - Context::Clear().ColorBuffer(); - - _program->Bind(); - glBindTexture(GL_TEXTURE_2D, overlayTexture); - _plane->Use(); - _plane->Draw(); - Q_ASSERT(0 == glGetError()); -}); -#endif - -#endif \ No newline at end of file +#endif