Merge pull request #2944 from Barnold1953/master

Disable oculus overlay until it is curved.
This commit is contained in:
AndrewMeadows 2014-05-29 09:01:52 -07:00
commit 31237003db
2 changed files with 13 additions and 6 deletions

View file

@ -162,10 +162,10 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
_bytesPerSecond(0),
_nodeBoundsDisplay(this),
_previousScriptLocation(),
_applicationOverlay(),
_runningScriptsWidget(new RunningScriptsWidget(_window)),
_runningScriptsWidgetWasVisible(false),
_trayIcon(new QSystemTrayIcon(_window)),
_applicationOverlay()
_trayIcon(new QSystemTrayIcon(_window))
{
// read the ApplicationInfo.ini file for Name/Version/Domain information
QSettings applicationInfo(Application::resourcesPath() + "info/ApplicationInfo.ini", QSettings::IniFormat);

View file

@ -50,7 +50,8 @@ void OculusManager::connect() {
_sensorDevice = *_hmdDevice->GetSensor();
_sensorFusion = new SensorFusion;
_sensorFusion->AttachToSensor(_sensorDevice);
_sensorFusion->SetPredictionEnabled(true);
HMDInfo info;
_hmdDevice->GetDeviceInfo(&info);
_stereoConfig.SetHMDInfo(info);
@ -83,7 +84,9 @@ void OculusManager::display(Camera& whichCamera) {
#ifdef HAVE_LIBOVR
ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
// We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true);
const bool displayOverlays = false;
Application::getInstance()->getGlowEffect()->prepare();
@ -104,7 +107,9 @@ void OculusManager::display(Camera& whichCamera) {
Application::getInstance()->displaySide(whichCamera);
applicationOverlay.displayOverlayTextureOculus(whichCamera);
if (displayOverlays) {
applicationOverlay.displayOverlayTextureOculus(whichCamera);
}
// and the right eye to the right side
const StereoEyeParams& rightEyeParams = _stereoConfig.GetEyeRenderParams(StereoEye_Right);
@ -121,7 +126,9 @@ void OculusManager::display(Camera& whichCamera) {
Application::getInstance()->displaySide(whichCamera);
applicationOverlay.displayOverlayTextureOculus(whichCamera);
if (displayOverlays) {
applicationOverlay.displayOverlayTextureOculus(whichCamera);
}
glPopMatrix();
@ -195,7 +202,7 @@ void OculusManager::reset() {
void OculusManager::getEulerAngles(float& yaw, float& pitch, float& roll) {
#ifdef HAVE_LIBOVR
_sensorFusion->GetOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
_sensorFusion->GetPredictedOrientation().GetEulerAngles<Axis_Y, Axis_X, Axis_Z, Rotate_CCW, Handed_R>(&yaw, &pitch, &roll);
#endif
}