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| author | Ray <[email protected]> | 2016-06-17 13:54:45 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2016-06-17 13:54:45 +0200 |
| commit | 24c9b1f717bd9a6510667907614928188a6b6a6f (patch) | |
| tree | 4dbed77c7b27390d28bc0977f0588a9f8d7d9aa7 /src/core.c | |
| parent | 9fdf4420d5354c32394246703015a686df8135ce (diff) | |
| download | raylib-24c9b1f717bd9a6510667907614928188a6b6a6f.tar.gz raylib-24c9b1f717bd9a6510667907614928188a6b6a6f.zip | |
Improving Oculus Rift example...
Under design... looking for the easiest and most comprehensive way for
the user to use VR...
Diffstat (limited to 'src/core.c')
| -rw-r--r-- | src/core.c | 10 |
1 files changed, 10 insertions, 0 deletions
@@ -606,6 +606,8 @@ void Begin3dMode(Camera camera) rlMultMatrixf(MatrixToFloat(cameraView)); // Multiply MODELVIEW matrix by view matrix (camera) rlEnableDepthTest(); // Enable DEPTH_TEST for 3D + + //if (vrEnabled) BeginVrMode(); } // Ends 3D mode and returns to default 2D orthographic mode @@ -1015,6 +1017,14 @@ Matrix GetCameraMatrix(Camera camera) return MatrixLookAt(camera.position, camera.target, camera.up); } +// Update and draw default buffers vertex data +// NOTE: This data has been stored dynamically during frame on each Draw*() call +void DrawDefaultBuffers(void) +{ + rlglUpdateDefaultBuffers(); // Upload frame vertex data to GPU + rlglDrawDefaultBuffers(); // Draw vertex data into framebuffer +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Input (Keyboard, Mouse, Gamepad) Functions //---------------------------------------------------------------------------------- |
