unsigned height_div;
bool keep_aspect;
Geometry::Angle<float> fov;
+ float oversize;
StereoCombiner();
public:
unsigned get_height_divisor() const { return height_div; }
bool is_aspect_kept() const { return keep_aspect; }
const Geometry::Angle<float> &get_field_of_view() const { return fov; }
+ float get_oversize() const { return oversize; }
virtual void render(const Texture2D &, const Texture2D &) const = 0;
};