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@ -220,6 +220,9 @@ CStereoOVR::CStereoOVR(const CStereoOVRDeviceFactory *factory) : m_DevicePtr(NUL
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for (uint eye = 0; eye < ovrEye_Count; ++eye)
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{
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ovrFovPort &fov = eyeRenderDesc[eye].Fov;
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// store data
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m_EyeViewAdjustX[eye] = -eyeRenderDesc[eye].ViewAdjust.x;
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// setup viewport
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m_EyeViewport[eye].init(
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@ -653,11 +656,11 @@ void CStereoOVR::getCurrentFrustum(uint cid, NL3D::UCamera *camera) const
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}
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void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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{/*
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{
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CMatrix translate;
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if (m_Stage == 2) { }
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else if (m_Stage % 2) translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * -0.5f, 0.f, 0.f));
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else translate.translate(CVector((m_DevicePtr->HMDInfo.InterpupillaryDistance * m_Scale) * 0.5f, 0.f, 0.f));
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else if (m_Stage % 2) translate.translate(CVector(m_EyeViewAdjustX[ovrEye_Left] * m_Scale, 0.f, 0.f));
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else translate.translate(CVector(m_EyeViewAdjustX[ovrEye_Right] * m_Scale, 0.f, 0.f));
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CMatrix mat = m_CameraMatrix[cid] * translate;
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if (camera->getTransformMode() == NL3D::UTransformable::RotQuat)
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{
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@ -668,7 +671,7 @@ void CStereoOVR::getCurrentMatrix(uint cid, NL3D::UCamera *camera) const
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{
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// camera->setTransformMode(NL3D::UTransformable::DirectMatrix);
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camera->setMatrix(mat);
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}*/
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}
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}
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bool CStereoOVR::wantClear()
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