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| author | raysan5 <[email protected]> | 2021-03-28 21:35:58 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-03-28 21:35:58 +0200 |
| commit | aaf0d8b83901dc492d8d8ce55381b60d207b4d85 (patch) | |
| tree | cf52b62c40d200c1494c76f17c279cd8e57f7791 /src/models.c | |
| parent | 00e71faed61b33c89316da37dff55f68222f57f3 (diff) | |
| download | raylib-aaf0d8b83901dc492d8d8ce55381b60d207b4d85.tar.gz raylib-aaf0d8b83901dc492d8d8ce55381b60d207b4d85.zip | |
REVIEWED: rlgl: Stereo render is working again
As a bonus, stereo render is compatible with mesh instancing now!
Diffstat (limited to 'src/models.c')
| -rw-r--r-- | src/models.c | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/src/models.c b/src/models.c index c49be3b9..4c5986b4 100644 --- a/src/models.c +++ b/src/models.c @@ -1140,22 +1140,21 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins } int eyesCount = 1; - // TODO: if (RLGL.State.stereoRender) eyesCount = 2; + if (rlIsStereoRenderEnabled()) eyesCount = 2; for (int eye = 0; eye < eyesCount; eye++) { if (eyesCount == 1) rlSetMatrixModelview(matModelView); else { - // TODO. // Setup current eye viewport (half screen width) - //rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight()); + rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight()); // Set current eye view offset to modelview matrix - //rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.offsetStereo[eye])); + rlSetMatrixModelview(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye))); // Set current eye projection matrix - //rlSetMatrixProjection(RLGL.State.projectionStereo[eye]); + rlSetMatrixProjection(rlGetMatrixProjectionStereo(eye)); } // Calculate model-view-projection matrix (MVP) |
