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| author | Ray <[email protected]> | 2021-04-07 12:27:11 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-07 12:27:11 +0200 |
| commit | bafa13f207baa2ad8f75c71f57930aa02f67740c (patch) | |
| tree | faff287b6aa365600666ff8d0be27748c85fb7f3 /examples | |
| parent | bdc5686e4cd8c38eab9185c998da2d8cd26ae048 (diff) | |
| download | raylib-bafa13f207baa2ad8f75c71f57930aa02f67740c.tar.gz raylib-bafa13f207baa2ad8f75c71f57930aa02f67740c.zip | |
Update core_vr_simulator.c
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/core/core_vr_simulator.c | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 2f69f7c1..62ed8842 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -39,9 +39,8 @@ int main(void) .lensSeparationDistance = 0.07f, // Lens separation distance in meters .interpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters - // NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders - // Following parameters are an approximation to distortion stereo rendering - // but results differ from actual device + // NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders + // Following parameters are just an approximation to CV1 distortion stereo rendering .lensDistortionValues[0] = 1.0f, // Lens distortion constant parameter 0 .lensDistortionValues[1] = 0.22f, // Lens distortion constant parameter 1 .lensDistortionValues[2] = 0.24f, // Lens distortion constant parameter 2 @@ -85,9 +84,9 @@ int main(void) Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 2.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector camera.fovy = 60.0f; // Camera field-of-view Y - camera.projection = CAMERA_PERSPECTIVE; // Camera type + camera.projection = CAMERA_PERSPECTIVE; // Camera type Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; |
