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-rw-r--r--Samples/CommonSrc/Render/Render_Device.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/Samples/CommonSrc/Render/Render_Device.cpp b/Samples/CommonSrc/Render/Render_Device.cpp
index 94ff680..7b95713 100644
--- a/Samples/CommonSrc/Render/Render_Device.cpp
+++ b/Samples/CommonSrc/Render/Render_Device.cpp
@@ -5,7 +5,7 @@ Content : Platform renderer for simple scene graph - implementation
Created : September 6, 2012
Authors : Andrew Reisse
-Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved.
+Copyright : Copyright 2012 Oculus VR, LLC All Rights reserved.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
@@ -1033,7 +1033,7 @@ namespace OVR { namespace Render {
pCurVert->TexG = pCurRawVert->TanEyeAnglesG;
pCurVert->TexB = pCurRawVert->TanEyeAnglesB;
// Convert [0.0f,1.0f] to [0,255]
- pCurVert->Col.R = (uint8_t)( floorf ( pCurRawVert->Shade * 255.999f ) );
+ pCurVert->Col.R = (uint8_t)( floorf ( Alg::Max ( pCurRawVert->Shade, 0.0f ) * 255.999f ) );
pCurVert->Col.G = pCurVert->Col.R;
pCurVert->Col.B = pCurVert->Col.R;
pCurVert->Col.A = (uint8_t)( floorf ( pCurRawVert->TimewarpLerp * 255.999f ) );
@@ -1171,8 +1171,8 @@ namespace OVR { namespace Render {
Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
- Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust );
- Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust );
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.HmdToEyeViewOffset );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.HmdToEyeViewOffset );
pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
@@ -1209,8 +1209,8 @@ namespace OVR { namespace Render {
Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
const StereoEyeParams &stereoParams = ( eyeNum == 0 ) ? stereoParamsLeft : stereoParamsRight;
- Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust );
- Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust );
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldStart, stereoParams.HmdToEyeViewOffset );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDelta ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.HmdToEyeViewOffset );
pPostProcessShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
pPostProcessShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );
@@ -1313,8 +1313,8 @@ namespace OVR { namespace Render {
Matrix4f const &matRenderFromWorld = ( eyeNum == 0 ) ? matRenderFromWorldLeft : matRenderFromWorldRight;
- Matrix4f matRenderFromNowStart = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldStart, stereoParams.ViewAdjust );
- Matrix4f matRenderFromNowEnd = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.ViewAdjust );
+ Matrix4f matRenderFromNowStart = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldStart, stereoParams.HmdToEyeViewOffset );
+ Matrix4f matRenderFromNowEnd = TimewarpComputePoseDeltaPosition ( matRenderFromWorld, matNowFromWorldEnd, stereoParams.HmdToEyeViewOffset );
pPostProcessHeightmapShader->SetUniform2f("EyeToSourceUVScale", stereoParams.EyeToSourceUV.Scale.x, stereoParams.EyeToSourceUV.Scale.y );
pPostProcessHeightmapShader->SetUniform2f("EyeToSourceUVOffset", stereoParams.EyeToSourceUV.Offset.x, stereoParams.EyeToSourceUV.Offset.y );