mirror(0)
{ }
+StereoCombiner::~StereoCombiner()
+{
+ delete mirror;
+}
+
void StereoCombiner::configure_eye_frustums(const Frustum &left_frustum, const Frustum &right_frustum)
{
float vertical = max(max(left_frustum.top, -left_frustum.bottom), max(right_frustum.top, -right_frustum.bottom));
StereoCombiner();
public:
- virtual ~StereoCombiner() { }
+ virtual ~StereoCombiner();
protected:
void configure_eye_frustums(const Frustum &, const Frustum &);
target(0)
{ }
+StereoView::Eye::~Eye()
+{
+ delete target;
+}
+
void StereoView::Eye::create_target(unsigned w, unsigned h)
{
delete target;
RenderTarget *target;
Eye();
+ ~Eye();
void create_target(unsigned, unsigned);
void setup_frame(const GL::Camera &, float, const EyeParams &) const;