Restored UI fade animation

This commit is contained in:
barnold1953 2014-07-09 17:33:41 -07:00
parent 004db004a6
commit a785ceb3da
4 changed files with 9 additions and 11 deletions

View file

@ -2786,10 +2786,6 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
{ {
PerformanceTimer perfTimer("avatars"); PerformanceTimer perfTimer("avatars");
if (OculusManager::isConnected()) {
OculusManager::renderLaserPointer();
}
_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE, selfAvatarOnly); _avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE, selfAvatarOnly);
} }

View file

@ -269,8 +269,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
// We only need to render the overlays to a texture once, then we just render the texture on the hemisphere // We only need to render the overlays to a texture once, then we just render the texture on the hemisphere
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay() // PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true); applicationOverlay.renderOverlay(true);
const bool displayOverlays = Menu::getInstance()->isOptionChecked(MenuOption::UserInterface);
//Bind our framebuffer object. If we are rendering the glow effect, we let the glow effect shader take care of it //Bind our framebuffer object. If we are rendering the glow effect, we let the glow effect shader take care of it
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) { if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
Application::getInstance()->getGlowEffect()->prepare(); Application::getInstance()->getGlowEffect()->prepare();
@ -325,9 +324,7 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
Application::getInstance()->displaySide(*_camera); Application::getInstance()->displaySide(*_camera);
if (displayOverlays) { applicationOverlay.displayOverlayTextureOculus(*_camera);
applicationOverlay.displayOverlayTextureOculus(*_camera);
}
} }
//Wait till time-warp to reduce latency //Wait till time-warp to reduce latency
@ -467,7 +464,8 @@ QSize OculusManager::getRenderTargetSize() {
#endif #endif
} }
void OculusManager::renderLaserPointer() { //Renders sixense laser pointers for UI selection in the oculus
void OculusManager::renderLaserPointers() {
#ifdef HAVE_LIBOVR #ifdef HAVE_LIBOVR
const float PALM_TIP_ROD_RADIUS = 0.002f; const float PALM_TIP_ROD_RADIUS = 0.002f;
@ -488,6 +486,7 @@ void OculusManager::renderLaserPointer() {
#endif #endif
} }
//Gets the tip position for the laser pointer
glm::vec3 OculusManager::getLaserPointerTipPosition(const PalmData* palm) { glm::vec3 OculusManager::getLaserPointerTipPosition(const PalmData* palm) {
#ifdef HAVE_LIBOVR #ifdef HAVE_LIBOVR
const ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay(); const ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();

View file

@ -44,7 +44,7 @@ public:
static QSize getRenderTargetSize(); static QSize getRenderTargetSize();
/// Renders a laser pointer for UI picking /// Renders a laser pointer for UI picking
static void renderLaserPointer(); static void renderLaserPointers();
static glm::vec3 getLaserPointerTipPosition(const PalmData* palm); static glm::vec3 getLaserPointerTipPosition(const PalmData* palm);
private: private:

View file

@ -340,6 +340,9 @@ void ApplicationOverlay::displayOverlayTextureOculus(Camera& whichCamera) {
MyAvatar* myAvatar = application->getAvatar(); MyAvatar* myAvatar = application->getAvatar();
//Render the sixense lasers
OculusManager::renderLaserPointers();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND); glEnable(GL_BLEND);