oculus2_psprite
diff src/main.c @ 8:4d6733229e01
porting to 0.4.3 (finally on linux)
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 25 Oct 2014 20:07:24 +0300 |
parents | cd9f1560b909 |
children | 9c36ae39ad95 |
line diff
1.1 --- a/src/main.c Thu Sep 04 09:01:01 2014 +0300 1.2 +++ b/src/main.c Sat Oct 25 20:07:24 2014 +0300 1.3 @@ -257,10 +257,13 @@ 1.4 * we need to construct a view matrix by combining all the information provided by the oculus 1.5 * SDK, about the position and orientation of the user's head in the world. 1.6 */ 1.7 - pose[eye] = ovrHmd_GetEyePose(hmd, eye); 1.8 + /* TODO: use ovrHmd_GetEyePoses out of the loop instead */ 1.9 + pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye); 1.10 glMatrixMode(GL_MODELVIEW); 1.11 glLoadIdentity(); 1.12 - glTranslatef(eye_rdesc[eye].ViewAdjust.x, eye_rdesc[eye].ViewAdjust.y, eye_rdesc[eye].ViewAdjust.z); 1.13 + glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x, 1.14 + eye_rdesc[eye].HmdToEyeViewOffset.y, 1.15 + eye_rdesc[eye].HmdToEyeViewOffset.z); 1.16 /* retrieve the orientation quaternion and convert it to a rotation matrix */ 1.17 quat_to_matrix(&pose[eye].Orientation.x, rot_mat); 1.18 glMultMatrixf(rot_mat); 1.19 @@ -540,4 +543,4 @@ 1.20 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img); 1.21 1.22 return tex; 1.23 -} 1.24 \ No newline at end of file 1.25 +}