Eye();
void create_target(unsigned, unsigned);
- void setup_frame(const GL::Camera &, const GL::Vector3 &, const EyeParams &) const;
+ void setup_frame(const GL::Camera &, const GL::Vector3 &, float, const EyeParams &) const;
void render(const GL::Renderable &, const GL::Tag &) const;
};
Eye left;
Eye right;
float eye_spacing;
+ Geometry::Angle<float> strabismus;
mutable GL::Vector3 offset_axis;
public:
void set_combiner(const StereoCombiner &);
void set_eye_spacing(float);
+ void set_strabismus(const Geometry::Angle<float> &);
virtual void setup_frame() const;
virtual void finish_frame() const;