diff options
Diffstat (limited to 'Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp')
-rw-r--r-- | Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp b/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp index 68cee1b..0a81469 100644 --- a/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp +++ b/Samples/OculusWorldDemo/OculusWorldDemo_Scene.cpp @@ -89,7 +89,7 @@ void PopulateCubeFieldScene(Scene* scene, Fill* fill, } } -Fill* CreateTexureFill(RenderDevice* prender, const String& filename) +Fill* CreateTextureFill(RenderDevice* prender, const String& filename) { Ptr<File> imageFile = *new SysFile(filename); Ptr<Texture> imageTex; @@ -132,15 +132,15 @@ void OculusWorldDemoApp::PopulateScene(const char *fileName) // 10x10x10 cubes. - Ptr<Fill> fillR = *CreateTexureFill(pRender, mainFilePathNoExtension + "_redCube.tga"); + Ptr<Fill> fillR = *CreateTextureFill(pRender, mainFilePathNoExtension + "_redCube.tga"); PopulateCubeFieldScene(&RedCubesScene, fillR.GetPtr(), 10, 10, 10, Vector3f(0.0f, 0.0f, 0.0f), 0.4f); // 10x10x10 cubes. - Ptr<Fill> fillB = *CreateTexureFill(pRender, mainFilePathNoExtension + "_blueCube.tga"); + Ptr<Fill> fillB = *CreateTextureFill(pRender, mainFilePathNoExtension + "_blueCube.tga"); PopulateCubeFieldScene(&BlueCubesScene, fillB.GetPtr(), 10, 10, 10, Vector3f(0.0f, 0.0f, 0.0f), 0.4f); // Anna: OculusWorldDemo/Assets/Tuscany/Tuscany_OculusCube.tga file needs to be added - Ptr<Fill> imageFill = *CreateTexureFill(pRender, mainFilePathNoExtension + "_OculusCube.tga"); + Ptr<Fill> imageFill = *CreateTextureFill(pRender, mainFilePathNoExtension + "_OculusCube.tga"); PopulateCubeFieldScene(&OculusCubesScene, imageFill.GetPtr(), 11, 4, 35, Vector3f(0.0f, 0.0f, -6.0f), 0.5f); @@ -219,7 +219,7 @@ void OculusWorldDemoApp::RenderAnimatedBlocks(ovrEyeType eye, double appTime) { for ( int i = 0; i < numBlocks; i++ ) { - float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( Math<float>::Pi * 2.0f ); + float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( MATH_FLOAT_PI * 2.0f ); Vector3f pos; pos.x = BlocksCenter.x + radius * cosf ( angle ); pos.y = BlocksCenter.y; @@ -247,7 +247,7 @@ void OculusWorldDemoApp::RenderAnimatedBlocks(ovrEyeType eye, double appTime) { for ( int i = 0; i < numBlocks; i++ ) { - float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( Math<float>::Pi * 2.0f ); + float angle = ( ( (float)i / numBlocks ) + fracTime ) * ( MATH_FLOAT_PI * 2.0f ); Vector3f pos; pos.x = BlocksCenter.x; pos.y = BlocksCenter.y + radius * cosf ( angle ); |