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Fixes for lasers on 2d HUD
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parent
0f3834ded4
commit
809e986738
2 changed files with 3 additions and 12 deletions
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@ -2637,17 +2637,8 @@ void Application::paintGL() {
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PerformanceTimer perfTimer("postComposite");
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renderArgs._batch = &postCompositeBatch;
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renderArgs._batch->setViewportTransform(ivec4(0, 0, finalFramebufferSize.width(), finalFramebufferSize.height()));
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for_each_eye([&](Eye eye) {
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// apply eye offset and IPD scale to the view matrix
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mat4 eyeToHead = displayPlugin->getEyeToHeadTransform(eye);
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vec3 eyeOffset = glm::vec3(eyeToHead[3]);
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mat4 eyeOffsetTransform = glm::translate(mat4(), eyeOffset * -1.0f * ipdScale);
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renderArgs._batch->setViewTransform(renderArgs.getViewFrustum().getView() * eyeOffsetTransform);
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renderArgs._batch->setProjectionTransform(eyeProjections[eye]);
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_overlays.render3DHUDOverlays(&renderArgs);
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});
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renderArgs._batch->setViewTransform(renderArgs.getViewFrustum().getView());
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_overlays.render3DHUDOverlays(&renderArgs);
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}
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auto frame = _gpuContext->endFrame();
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@ -441,7 +441,7 @@ void HmdDisplayPlugin::OverlayRenderer::updatePipeline() {
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this->uniformsLocation = program->getUniformBuffers().findLocation("overlayBuffer");
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(gpu::State::DepthTest(true, true, gpu::LESS_EQUAL));
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state->setDepthTest(gpu::State::DepthTest(false, false, gpu::LESS_EQUAL));
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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