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tweak to virtual desktop size, to make text more readable, 240d horz FOV
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2810be8787
commit
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2 changed files with 5 additions and 5 deletions
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@ -32,9 +32,9 @@ const float MAGNIFY_WIDTH = 220.0f;
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const float MAGNIFY_HEIGHT = 100.0f;
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const float MAGNIFY_MULT = 2.0f;
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const int VIRTUAL_SCREEN_SIZE_X = 3840;
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const int VIRTUAL_SCREEN_SIZE_Y = 1536;
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const float DEFAULT_HMD_UI_HORZ_ANGULAR_SIZE = 180.0f;
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const int VIRTUAL_SCREEN_SIZE_X = 3960; // ~10% more pixel density than old version, 72dx240d FOV
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const int VIRTUAL_SCREEN_SIZE_Y = 1188; // ~10% more pixel density than old version, 72dx240d FOV
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const float DEFAULT_HMD_UI_HORZ_ANGULAR_SIZE = 240.0f;
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const float DEFAULT_HMD_UI_VERT_ANGULAR_SIZE = DEFAULT_HMD_UI_HORZ_ANGULAR_SIZE * (float)VIRTUAL_SCREEN_SIZE_Y / (float)VIRTUAL_SCREEN_SIZE_X;
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// Handles the drawing of the overlays to the screen
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@ -20,8 +20,8 @@ public:
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glm::mat4 getCullingProjection(const glm::mat4& baseProjection) const override final { return _cullingProjection; }
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glm::uvec2 getRecommendedUiSize() const override final {
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// FIXME - would be good to have these values sync with ApplicationCompositor in a better way.
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const int VIRTUAL_SCREEN_SIZE_X = 3840;
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const int VIRTUAL_SCREEN_SIZE_Y = 1536;
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const int VIRTUAL_SCREEN_SIZE_X = 3960; // ~10% more pixel density than old version, 72dx240d FOV
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const int VIRTUAL_SCREEN_SIZE_Y = 1188; // ~10% more pixel density than old version, 72dx240d FOV
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auto result = uvec2(VIRTUAL_SCREEN_SIZE_X, VIRTUAL_SCREEN_SIZE_Y);
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return result;
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}
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