Review UpdateVrTracking() and rlglLoadRenderTexture()
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@ -892,7 +892,7 @@ RLAPI void InitVrDevice(int vdDevice); // Init VR device
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RLAPI void CloseVrDevice(void); // Close VR device
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RLAPI bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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RLAPI bool IsVrSimulator(void); // Detect if VR simulator is running
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RLAPI void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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RLAPI void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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RLAPI void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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//------------------------------------------------------------------------------------
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17
src/rlgl.c
17
src/rlgl.c
@ -1522,7 +1522,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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target.texture.id = 0;
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target.texture.width = width;
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target.texture.height = height;
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target.texture.format = UNCOMPRESSED_R8G8B8;
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target.texture.format = UNCOMPRESSED_R8G8B8A8;
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target.texture.mipmaps = 1;
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target.depth.id = 0;
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@ -1539,7 +1539,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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#if defined(GRAPHICS_API_OPENGL_33)
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@ -2734,16 +2734,17 @@ void ToggleVrMode(void)
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#endif
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}
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// Update VR tracking (position and orientation)
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void UpdateVrTracking(void)
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// Update VR tracking (position and orientation) and camera
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void UpdateVrTracking(Camera *camera)
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{
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#if defined(RLGL_OCULUS_SUPPORT)
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if (vrDeviceReady) UpdateOculusTracking();
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else
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#endif
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if (vrDeviceReady)
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{
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// TODO: Use alternative inputs (mouse, keyboard) to simulate tracking data (eyes position/orientation)
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UpdateOculusTracking();
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// TODO: Update camera data (position, target, up) with tracking data
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}
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#endif
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}
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// Begin Oculus drawing configuration
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@ -375,7 +375,7 @@ float *MatrixToFloat(Matrix mat);
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void InitVrDevice(int vrDevice); // Init VR device
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void CloseVrDevice(void); // Close VR device
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bool IsVrDeviceReady(void); // Detect if VR device (or simulator) is ready
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void UpdateVrTracking(void); // Update VR tracking (position and orientation)
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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void ToggleVrMode(void); // Enable/Disable VR experience (device or simulator)
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// Oculus Rift API for direct access the device (no simulator)
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