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authorSven Gothel <[email protected]>2014-07-03 12:13:51 +0200
committerSven Gothel <[email protected]>2014-07-03 12:13:51 +0200
commitf37cab0d57697655279e32d5282bff8e9aa40715 (patch)
treee3b0cd5622998d07a2bb5bed168384c7604e8b40 /src
parent1e83f5436b0b504e299ba712e714cae9da1f87e7 (diff)
Bug 1021: OVRDistortion.getSBSUpstreamPMV(..): Use all cached eye parameter (example implementation only)
Diffstat (limited to 'src')
-rw-r--r--src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java b/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java
index 3eefcd876..902429900 100644
--- a/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java
+++ b/src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java
@@ -644,15 +644,13 @@ public class OVRDistortion {
* {@link CustomRendererListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int, EyeParameter, EyePose) upstream client code}.
* </p>
* @param eyeNum eye denominator
- * @param eyePos float[3] eye postion vector
- * @param eyeYaw eye direction, i.e. {@link FloatUtil#PI} for 180 degrees
* @param zNear frustum near value
* @param zFar frustum far value
* @param mat4Projection float[16] projection matrix result
* @param mat4Modelview float[16] modelview matrix result
* @deprecated Only an example implementation, which should be adopted by the {@link CustomRendererListener#reshape(javax.media.opengl.GLAutoDrawable, int, int, int, int, EyeParameter, EyePose) upstream client code}.
*/
- public void getSBSUpstreamPMV(final int eyeNum, final float[] eyePos, final float eyeYaw, final float zNear, final float zFar,
+ public void getSBSUpstreamPMV(final int eyeNum, final float zNear, final float zFar,
final float[] mat4Projection, final float[] mat4Modelview) {
final EyeData eyeDist = eyes[eyeNum];
@@ -669,9 +667,10 @@ public class OVRDistortion {
// Modelview
//
final Quaternion rollPitchYaw = new Quaternion();
- rollPitchYaw.rotateByAngleY(eyeYaw);
+ // private final float eyeYaw = FloatUtil.PI; // 180 degrees in radians
+ // rollPitchYaw.rotateByAngleY(eyeYaw);
final float[] shiftedEyePos = rollPitchYaw.rotateVector(vec3Tmp1, 0, eyeDist.eyePose.position, 0);
- VectorUtil.addVec3(shiftedEyePos, shiftedEyePos, eyePos);
+ VectorUtil.addVec3(shiftedEyePos, shiftedEyePos, eyeDist.eyeParameter.positionOffset);
rollPitchYaw.mult(eyeDist.eyePose.orientation);
final float[] up = rollPitchYaw.rotateVector(vec3Tmp2, 0, VEC3_UP, 0);