Disabled overlay for oculus. We still have to call

applicationOverlay.renderOverlay(true) or prioVR cant calibrate.
This commit is contained in:
barnold1953 2014-05-28 15:56:14 -07:00
parent 9311eeb8f5
commit e6d12bf239

View file

@ -83,7 +83,9 @@ void OculusManager::display(Camera& whichCamera) {
#ifdef HAVE_LIBOVR
ApplicationOverlay& applicationOverlay = Application::getInstance()->getApplicationOverlay();
// We only need to render the overlays to a texture once, then we just render the texture as a quad
// PrioVR will only work if renderOverlay is called, calibration is connected to Application::renderingOverlay()
applicationOverlay.renderOverlay(true);
const bool displayOverlays = false;
Application::getInstance()->getGlowEffect()->prepare();
@ -104,7 +106,9 @@ void OculusManager::display(Camera& whichCamera) {
Application::getInstance()->displaySide(whichCamera);
applicationOverlay.displayOverlayTextureOculus(whichCamera);
if (displayOverlays) {
applicationOverlay.displayOverlayTextureOculus(whichCamera);
}
// and the right eye to the right side
const StereoEyeParams& rightEyeParams = _stereoConfig.GetEyeRenderParams(StereoEye_Right);
@ -121,7 +125,9 @@ void OculusManager::display(Camera& whichCamera) {
Application::getInstance()->displaySide(whichCamera);
applicationOverlay.displayOverlayTextureOculus(whichCamera);
if (displayOverlays) {
applicationOverlay.displayOverlayTextureOculus(whichCamera);
}
glPopMatrix();