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| author | victorfisac <[email protected]> | 2016-11-21 20:27:43 +0100 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2016-11-21 20:27:43 +0100 |
| commit | 0716125ee93db7539a27e831eba3c856f55601ab (patch) | |
| tree | b4ee417efa904f26b6b08bd25d66538ebe267283 /src/rlgl.c | |
| parent | 80f6b2f9635d8e4707b528337c39c0ba7bf9cf5f (diff) | |
| parent | 918fc002d0e75f5ea15036634edf8aa3fba9bedc (diff) | |
| download | raylib-0716125ee93db7539a27e831eba3c856f55601ab.tar.gz raylib-0716125ee93db7539a27e831eba3c856f55601ab.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'src/rlgl.c')
| -rw-r--r-- | src/rlgl.c | 35 |
1 files changed, 27 insertions, 8 deletions
@@ -2,11 +2,30 @@ * * rlgl - raylib OpenGL abstraction layer * -* raylib now uses OpenGL 1.1 style functions (rlVertex) that are mapped to selected OpenGL version: -* OpenGL 1.1 - Direct map rl* -> gl* -* OpenGL 2.1 - Vertex data is stored in VBOs, call rlglDraw() to render -* OpenGL 3.3 - Vertex data is stored in VAOs, call rlglDraw() to render -* OpenGL ES 2 - Vertex data is stored in VBOs or VAOs (when available), call rlglDraw() to render +* rlgl allows usage of OpenGL 1.1 style functions (rlVertex) that are internally mapped to +* selected OpenGL version (1.1, 2.1, 3.3 Core, ES 2.0). +* +* When chosing an OpenGL version greater than OpenGL 1.1, rlgl stores vertex data on internal +* VBO buffers (and VAOs if available). It requires calling 3 functions: +* rlglInit() - Initialize internal buffers and auxiliar resources +* rlglDraw() - Process internal buffers and send required draw calls +* rlglClose() - De-initialize internal buffers data and other auxiliar resources +* +* External libs: +* raymath - 3D math functionality (Vector3, Matrix, Quaternion) +* GLAD - OpenGL extensions loading (OpenGL 3.3 Core only) +* +* Module Configuration Flags: +* GRAPHICS_API_OPENGL_11 - Use OpenGL 1.1 backend +* GRAPHICS_API_OPENGL_21 - Use OpenGL 2.1 backend +* GRAPHICS_API_OPENGL_33 - Use OpenGL 3.3 Core profile backend +* GRAPHICS_API_OPENGL_ES2 - Use OpenGL ES 2.0 backend +* +* RLGL_STANDALONE - Use rlgl as standalone library (no raylib dependency) +* RLGL_NO_STANDARD_SHADER - Avoid standard shader (shader_standard.h) inclusion +* RLGL_NO_DISTORTION_SHADER - Avoid stereo rendering distortion sahder (shader_distortion.h) inclusion +* RLGL_OCULUS_SUPPORT - Enable Oculus Rift CV1 functionality +* * * Copyright (c) 2014-2016 Ramon Santamaria (@raysan5) * @@ -2767,13 +2786,13 @@ void CloseVrDevice(void) // Detect if VR device is available bool IsVrDeviceReady(void) { - return (vrDeviceReady || vrSimulator) && vrEnabled; + return (vrDeviceReady && vrEnabled); } // Detect if VR simulator is running bool IsVrSimulator(void) { - return vrSimulator; + return (vrSimulator && vrEnabled); } // Enable/Disable VR experience (device or simulator) @@ -3882,7 +3901,7 @@ static void SetStereoConfig(VrDeviceInfo hmd) // Fovy is normally computed with: 2*atan2(hmd.vScreenSize, 2*hmd.eyeToScreenDistance)*RAD2DEG // ...but with lens distortion it is increased (see Oculus SDK Documentation) //float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f*distortionScale, hmd.eyeToScreenDistance)*RAD2DEG; // Really need distortionScale? - float fovy = 2.0f*atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG; + float fovy = 2.0f*(float)atan2(hmd.vScreenSize*0.5f, hmd.eyeToScreenDistance)*RAD2DEG; // Compute camera projection matrices float projOffset = 4.0f*lensShift; // Scaled to projection space coordinates [-1..1] |
