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simple changes to try debugging the stereo rendering
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parent
3fd319abec
commit
9bc02ec564
2 changed files with 6 additions and 3 deletions
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@ -216,7 +216,7 @@ void Application::runRenderFrame(RenderArgs* renderArgs) {
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// Make sure the WorldBox is in the scene
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// For the record, this one RenderItem is the first one we created and added to the scene.
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// We could meoee that code elsewhere but you know...
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// We could move that code elsewhere but you know...
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if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
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auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
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auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
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@ -52,8 +52,8 @@ bool DebugHmdDisplayPlugin::internalActivate() {
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_eyeProjections[1][3] = vec4{ 0.000000000, 0.000000000, -0.0800003856, 0.000000000 };
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_eyeInverseProjections[0] = glm::inverse(_eyeProjections[0]);
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_eyeInverseProjections[1] = glm::inverse(_eyeProjections[1]);
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_eyeOffsets[0][3] = vec4{ -0.0327499993, 0.0, 0.0149999997, 1.0 };
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_eyeOffsets[1][3] = vec4{ 0.0327499993, 0.0, 0.0149999997, 1.0 };
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_eyeOffsets[0][3] = vec4{ -0.0327499993, 0.0, -0.0149999997, 1.0 };
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_eyeOffsets[1][3] = vec4{ 0.0327499993, 0.0, -0.0149999997, 1.0 };
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_renderTargetSize = { 3024, 1680 };
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_cullingProjection = _eyeProjections[0];
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// This must come after the initialization, so that the values calculated
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@ -63,10 +63,13 @@ bool DebugHmdDisplayPlugin::internalActivate() {
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}
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void DebugHmdDisplayPlugin::updatePresentPose() {
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Parent::updatePresentPose();
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/*
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float yaw = sinf(secTimestampNow()) * 0.25f;
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float pitch = cosf(secTimestampNow()) * 0.25f;
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// Simulates head pose latency correction
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_currentPresentFrameInfo.presentPose =
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glm::mat4_cast(glm::angleAxis(yaw, Vectors::UP)) *
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glm::mat4_cast(glm::angleAxis(pitch, Vectors::RIGHT));
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*/
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}
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