Fixes for lasers on 2d HUD

This commit is contained in:
Anthony J. Thibault 2017-09-14 15:49:09 -07:00
parent 0f3834ded4
commit 809e986738
2 changed files with 3 additions and 12 deletions

View file

@ -2637,17 +2637,8 @@ void Application::paintGL() {
PerformanceTimer perfTimer("postComposite");
renderArgs._batch = &postCompositeBatch;
renderArgs._batch->setViewportTransform(ivec4(0, 0, finalFramebufferSize.width(), finalFramebufferSize.height()));
for_each_eye([&](Eye eye) {
// apply eye offset and IPD scale to the view matrix
mat4 eyeToHead = displayPlugin->getEyeToHeadTransform(eye);
vec3 eyeOffset = glm::vec3(eyeToHead[3]);
mat4 eyeOffsetTransform = glm::translate(mat4(), eyeOffset * -1.0f * ipdScale);
renderArgs._batch->setViewTransform(renderArgs.getViewFrustum().getView() * eyeOffsetTransform);
renderArgs._batch->setProjectionTransform(eyeProjections[eye]);
_overlays.render3DHUDOverlays(&renderArgs);
});
renderArgs._batch->setViewTransform(renderArgs.getViewFrustum().getView());
_overlays.render3DHUDOverlays(&renderArgs);
}
auto frame = _gpuContext->endFrame();

View file

@ -441,7 +441,7 @@ void HmdDisplayPlugin::OverlayRenderer::updatePipeline() {
this->uniformsLocation = program->getUniformBuffers().findLocation("overlayBuffer");
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
state->setDepthTest(gpu::State::DepthTest(true, true, gpu::LESS_EQUAL));
state->setDepthTest(gpu::State::DepthTest(false, false, gpu::LESS_EQUAL));
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);