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authorraysan5 <[email protected]>2021-03-28 21:35:58 +0200
committerraysan5 <[email protected]>2021-03-28 21:35:58 +0200
commitaaf0d8b83901dc492d8d8ce55381b60d207b4d85 (patch)
treecf52b62c40d200c1494c76f17c279cd8e57f7791 /src/models.c
parent00e71faed61b33c89316da37dff55f68222f57f3 (diff)
downloadraylib-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.c9
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)