oculus2_psprite
changeset 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 |
files | Makefile src/main.c |
diffstat | 2 files changed, 7 insertions(+), 4 deletions(-) [+] |
line diff
1.1 --- a/Makefile Thu Sep 04 09:01:01 2014 +0300 1.2 +++ b/Makefile Sat Oct 25 20:07:24 2014 +0300 1.3 @@ -3,7 +3,7 @@ 1.4 bin = oculus2 1.5 1.6 CFLAGS = -pedantic -Wall -g `pkg-config --cflags sdl2` 1.7 -LDFLAGS = $(libgl) `pkg-config --libs sdl2` 1.8 +LDFLAGS = $(libgl) `pkg-config --libs sdl2` -lovr 1.9 1.10 ifeq ($(shell uname -s), Darwin) 1.11 libgl = -framework OpenGL -lGLEW
2.1 --- a/src/main.c Thu Sep 04 09:01:01 2014 +0300 2.2 +++ b/src/main.c Sat Oct 25 20:07:24 2014 +0300 2.3 @@ -257,10 +257,13 @@ 2.4 * we need to construct a view matrix by combining all the information provided by the oculus 2.5 * SDK, about the position and orientation of the user's head in the world. 2.6 */ 2.7 - pose[eye] = ovrHmd_GetEyePose(hmd, eye); 2.8 + /* TODO: use ovrHmd_GetEyePoses out of the loop instead */ 2.9 + pose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye); 2.10 glMatrixMode(GL_MODELVIEW); 2.11 glLoadIdentity(); 2.12 - glTranslatef(eye_rdesc[eye].ViewAdjust.x, eye_rdesc[eye].ViewAdjust.y, eye_rdesc[eye].ViewAdjust.z); 2.13 + glTranslatef(eye_rdesc[eye].HmdToEyeViewOffset.x, 2.14 + eye_rdesc[eye].HmdToEyeViewOffset.y, 2.15 + eye_rdesc[eye].HmdToEyeViewOffset.z); 2.16 /* retrieve the orientation quaternion and convert it to a rotation matrix */ 2.17 quat_to_matrix(&pose[eye].Orientation.x, rot_mat); 2.18 glMultMatrixf(rot_mat); 2.19 @@ -540,4 +543,4 @@ 2.20 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE, img); 2.21 2.22 return tex; 2.23 -} 2.24 \ No newline at end of file 2.25 +}