oculus2
changeset 7:5b04743fd3d0
- changed some loose types to make this example more compatible with C++ programs
- enabled overdrive (can't see any difference but what the hell)
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Mon, 15 Sep 2014 03:00:50 +0300 |
parents | 37c753411934 |
children | 9c36ae39ad95 92acd335620e |
files | src/main.c |
diffstat | 1 files changed, 5 insertions(+), 4 deletions(-) [+] |
line diff
1.1 --- a/src/main.c Fri Sep 05 03:23:19 2014 +0300 1.2 +++ b/src/main.c Mon Sep 15 03:00:50 2014 +0300 1.3 @@ -156,7 +156,7 @@ 1.4 * XXX: this doesn't work properly yet due to bugs in the oculus 0.4.1 sdk/driver 1.5 */ 1.6 #ifdef WIN32 1.7 - void *sys_win = GetActiveWindow(); 1.8 + HWND sys_win = GetActiveWindow(); 1.9 glcfg.OGL.Window = sys_win; 1.10 glcfg.OGL.DC = wglGetCurrentDC(); 1.11 ovrHmd_AttachToWindow(hmd, sys_win, 0, 0); 1.12 @@ -171,7 +171,8 @@ 1.13 * timewrap, which shifts the image before drawing to counter any lattency between the call 1.14 * to ovrHmd_GetEyePose and ovrHmd_EndFrame. 1.15 */ 1.16 - dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp; 1.17 + dcaps = ovrDistortionCap_Chromatic | ovrDistortionCap_Vignette | ovrDistortionCap_TimeWarp | 1.18 + ovrDistortionCap_Overdrive; 1.19 if(!ovrHmd_ConfigureRendering(hmd, &glcfg.Config, dcaps, hmd->DefaultEyeFov, eye_rdesc)) { 1.20 fprintf(stderr, "failed to configure distortion renderer\n"); 1.21 } 1.22 @@ -237,14 +238,14 @@ 1.23 1.24 /* for each eye ... */ 1.25 for(i=0; i<2; i++) { 1.26 - int eye = hmd->EyeRenderOrder[i]; 1.27 + ovrEyeType eye = hmd->EyeRenderOrder[i]; 1.28 1.29 /* -- viewport transformation -- 1.30 * setup the viewport to draw in the left half of the framebuffer when we're 1.31 * rendering the left eye's view (0, 0, width/2, height), and in the right half 1.32 * of the framebuffer for the right eye's view (width/2, 0, width/2, height) 1.33 */ 1.34 - glViewport(eye == 0 ? 0 : fb_width / 2, 0, fb_width / 2, fb_height); 1.35 + glViewport(eye == ovrEye_Left ? 0 : fb_width / 2, 0, fb_width / 2, fb_height); 1.36 1.37 /* -- projection transformation -- 1.38 * we'll just have to use the projection matrix supplied by the oculus SDK for this eye