struct Eye
{
mutable GL::Camera camera;
+ GL::Matrix offset_matrix;
RenderTarget *target;
Eye();
void create_target(unsigned, unsigned);
- void setup_frame(const GL::Camera &, const GL::Vector3 &, float, const EyeParams &) const;
+ void setup_frame(const GL::Camera &, float, const EyeParams &) const;
void render(const GL::Renderable &) const;
};
const GL::Renderable *content;
Eye left;
Eye right;
- float eye_spacing;
Geometry::Angle<float> strabismus;
public:
public:
void set_content(const GL::Renderable *);
void set_eye_spacing(float);
+ void set_eye_matrices(const GL::Matrix &, const GL::Matrix &);
void set_strabismus(const Geometry::Angle<float> &);
private: