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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/raylib.h | |
| 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/raylib.h')
| -rw-r--r-- | src/raylib.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/src/raylib.h b/src/raylib.h index 0c9f0280..ed787892 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -572,6 +572,7 @@ void EndTextureMode(void); // Ends drawing to r Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position from a 3d world space position Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix) +void DrawDefaultBuffers(void); // Update and draw default buffers vertex data (stored dynamically in frame) void SetTargetFPS(int fps); // Set target FPS (maximum) float GetFPS(void); // Returns current FPS @@ -853,7 +854,7 @@ void DestroyLight(Light light); // Destroy a void InitOculusDevice(void); // Init Oculus Rift device void CloseOculusDevice(void); // Close Oculus Rift device void UpdateOculusTracking(void); // Update Oculus Rift tracking (position and orientation) -void SetOculusMatrix(int eye); // Set internal projection and modelview matrix depending on eyes tracking data +void SetOculusView(int eye); // Set internal projection and modelview matrix depending on eyes tracking data void BeginOculusDrawing(void); // Begin Oculus drawing configuration void EndOculusDrawing(void); // End Oculus drawing process (and desktop mirror) |
