simple changes to try debugging the stereo rendering

This commit is contained in:
Sam Gateau 2018-01-10 21:01:26 -08:00
parent 3fd319abec
commit 9bc02ec564
2 changed files with 6 additions and 3 deletions

View file

@ -216,7 +216,7 @@ void Application::runRenderFrame(RenderArgs* renderArgs) {
// Make sure the WorldBox is in the scene
// For the record, this one RenderItem is the first one we created and added to the scene.
// We could meoee that code elsewhere but you know...
// We could move that code elsewhere but you know...
if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);

View file

@ -52,8 +52,8 @@ bool DebugHmdDisplayPlugin::internalActivate() {
_eyeProjections[1][3] = vec4{ 0.000000000, 0.000000000, -0.0800003856, 0.000000000 };
_eyeInverseProjections[0] = glm::inverse(_eyeProjections[0]);
_eyeInverseProjections[1] = glm::inverse(_eyeProjections[1]);
_eyeOffsets[0][3] = vec4{ -0.0327499993, 0.0, 0.0149999997, 1.0 };
_eyeOffsets[1][3] = vec4{ 0.0327499993, 0.0, 0.0149999997, 1.0 };
_eyeOffsets[0][3] = vec4{ -0.0327499993, 0.0, -0.0149999997, 1.0 };
_eyeOffsets[1][3] = vec4{ 0.0327499993, 0.0, -0.0149999997, 1.0 };
_renderTargetSize = { 3024, 1680 };
_cullingProjection = _eyeProjections[0];
// This must come after the initialization, so that the values calculated
@ -63,10 +63,13 @@ bool DebugHmdDisplayPlugin::internalActivate() {
}
void DebugHmdDisplayPlugin::updatePresentPose() {
Parent::updatePresentPose();
/*
float yaw = sinf(secTimestampNow()) * 0.25f;
float pitch = cosf(secTimestampNow()) * 0.25f;
// Simulates head pose latency correction
_currentPresentFrameInfo.presentPose =
glm::mat4_cast(glm::angleAxis(yaw, Vectors::UP)) *
glm::mat4_cast(glm::angleAxis(pitch, Vectors::RIGHT));
*/
}