Corrected bug on MatrixPerspective()
Some other tweaks...
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1 changed files with 7 additions and 7 deletions
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@ -3585,7 +3585,7 @@ static void UpdateBuffersDefault(void)
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// Draw default internal buffers vertex data
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// NOTE: We draw in this order: lines, triangles, quads
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static void DrawBuffersDefault()
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static void DrawBuffersDefault(void)
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{
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Matrix matProjection = projection;
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Matrix matModelView = modelview;
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@ -3967,9 +3967,9 @@ static void SetStereoConfig(VrDeviceInfo hmd)
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SetShaderValue(vrConfig.distortionShader, GetShaderLocation(vrConfig.distortionShader, "chromaAbParam"), hmd.chromaAbCorrection, 4);
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#endif
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG
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// Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)
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// ...but with lens distortion it is increased (see Oculus SDK Documentation)
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//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale?
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//float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance); // Really need distortionScale?
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float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance);
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// Compute camera projection matrices
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