diff options
-rw-r--r-- | src/oculusvr/classes/jogamp/opengl/oculusvr/OVRDistortion.java | 9 |
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); |