Merge pull request #749 from kondrak/master

use separate projection matrices for left/right eyes in HMD examples
This commit is contained in:
Branimir Karadžić
2016-04-04 13:08:28 -07:00
7 changed files with 7 additions and 7 deletions

View File

@@ -143,7 +143,7 @@ class ExampleCubes : public entry::AppI
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//

View File

@@ -577,7 +577,7 @@ class ExampleMetaballs : public entry::AppI
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//

View File

@@ -91,7 +91,7 @@ class ExampleMesh : public entry::AppI
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//

View File

@@ -160,7 +160,7 @@ class ExampleInstancing : public entry::AppI
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//

View File

@@ -225,7 +225,7 @@ class ExampleBump : public entry::AppI
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//

View File

@@ -174,7 +174,7 @@ class ExampleLod : public entry::AppI
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
bgfx::setViewTransform(0, view, hmd->eye[0].projection);
bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//

View File

@@ -305,7 +305,7 @@ int _main_(int _argc, char** _argv)
float tmp[16];
bx::mtxMul(tmp, view, viewHead);
bgfx::setViewTransform(0, tmp, hmd->eye[0].projection);
bgfx::setViewTransform(0, tmp, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
// Set view 0 default viewport.
//