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authorRay <[email protected]>2016-07-04 01:29:23 +0200
committerRay <[email protected]>2016-07-04 01:29:23 +0200
commitee72654b557202a673f042484c83d3020ae618b8 (patch)
tree3479ad33ec4feafe25b7b32ee8c9df973d5f1a3f /examples/core_oculus_rift.c
parent164ead03c9f4d8af6d2e2e0eabcf40a60ad47cb3 (diff)
downloadraylib-ee72654b557202a673f042484c83d3020ae618b8.tar.gz
raylib-ee72654b557202a673f042484c83d3020ae618b8.zip
Redesigned stereo rendering mechanism
Now it's easier for the user! Just init Oculus device and get stereo rendering!
Diffstat (limited to 'examples/core_oculus_rift.c')
-rw-r--r--examples/core_oculus_rift.c11
1 files changed, 2 insertions, 9 deletions
diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c
index c073d3d6..131a21c2 100644
--- a/examples/core_oculus_rift.c
+++ b/examples/core_oculus_rift.c
@@ -50,22 +50,15 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
-
+
ClearBackground(RAYWHITE);
-
+
Begin3dMode(camera);
- for (int eye = 0; eye < 2; eye++)
- {
- SetOculusView(eye);
-
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
-
- DrawDefaultBuffers(); // Process internal dynamic buffers
- }
End3dMode();