mirror of
https://github.com/overte-org/overte.git
synced 2025-04-22 02:44:36 +02:00
Working on Oculus 0.5 support
This commit is contained in:
parent
163918e615
commit
ab1ae4aad5
1 changed files with 1 additions and 34 deletions
|
@ -104,37 +104,4 @@ void Oculus_0_5_DisplayPlugin::finishFrame() {
|
|||
doneCurrent();
|
||||
};
|
||||
|
||||
|
||||
#if 0
|
||||
/*
|
||||
An alternative way to render the UI is to pass it specifically as a composition layer to
|
||||
the Oculus SDK which should technically result in higher quality. However, the SDK doesn't
|
||||
have a mechanism to present the image as a sphere section, which is our desired look.
|
||||
*/
|
||||
ovrLayerQuad& uiLayer = getUiLayer();
|
||||
if (nullptr == uiLayer.ColorTexture || overlaySize != _uiFbo->size) {
|
||||
_uiFbo->Resize(overlaySize);
|
||||
uiLayer.ColorTexture = _uiFbo->color;
|
||||
uiLayer.Viewport.Size.w = overlaySize.x;
|
||||
uiLayer.Viewport.Size.h = overlaySize.y;
|
||||
float overlayAspect = aspect(overlaySize);
|
||||
uiLayer.QuadSize.x = 1.0f;
|
||||
uiLayer.QuadSize.y = 1.0f / overlayAspect;
|
||||
}
|
||||
|
||||
_uiFbo->Bound([&] {
|
||||
Q_ASSERT(0 == glGetError());
|
||||
using namespace oglplus;
|
||||
Context::Viewport(_uiFbo->size.x, _uiFbo->size.y);
|
||||
glClearColor(0, 0, 0, 0);
|
||||
Context::Clear().ColorBuffer();
|
||||
|
||||
_program->Bind();
|
||||
glBindTexture(GL_TEXTURE_2D, overlayTexture);
|
||||
_plane->Use();
|
||||
_plane->Draw();
|
||||
Q_ASSERT(0 == glGetError());
|
||||
});
|
||||
#endif
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue