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Compile fix, need to use integer GL uniform.
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parent
af44e42d74
commit
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2 changed files with 6 additions and 3 deletions
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@ -847,13 +847,13 @@ void displayOculus(Camera& whichCamera) {
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glUseProgramObjectARB(::oculusProgramID);
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glUniform1fARB(textureLocation, 0);
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glUniform1iARB(textureLocation, 0);
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glUniform2fARB(lensCenterLocation, 0.287994, 0.5); // see SDK docs, p. 29
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glUniform2fARB(screenCenterLocation, 0.25, 0.5);
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glUniform2fARB(scaleLocation, 0.25 * scaleFactor, 0.5 * scaleFactor * aspectRatio);
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glUniform2fARB(scaleInLocation, 4, 2 / aspectRatio);
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glUniform4fARB(hmdWarpParamLocation, 1.0, 0.22, 0.24, 0);
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glColor3f(1, 0, 1);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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@ -9,6 +9,9 @@
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#include <iostream>
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#include <vector>
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#include <stdio.h>
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#include <string.h>
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#include <UDPSocket.h>
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#include <arpa/inet.h>
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@ -101,4 +104,4 @@ int main(int argc, const char* argv[]) {
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}
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}
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}
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}
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