left.setup_frame(base_camera, offset_axis*-eye_spacing, frustum_skew, params);
right.setup_frame(base_camera, offset_axis*eye_spacing, -frustum_skew, params);
-
- renderable.setup_frame();
-}
-
-void StereoView::finish_frame() const
-{
- renderable.finish_frame();
}
-void StereoView::render(const GL::Tag &tag) const
+void StereoView::render() const
{
setup_frame();
- left.render(renderable, tag);
- right.render(renderable, tag);
+ renderable.setup_frame();
+ left.render(renderable);
+ right.render(renderable);
+ renderable.finish_frame();
combiner->render(left.target->color, right.target->color);
- finish_frame();
-}
-
-void StereoView::render(GL::Renderer &renderer, const GL::Tag &tag) const
-{
- renderer.escape();
- return render(tag);
}
camera.set_frustum_axis(frustum_skew, 0);
}
-void StereoView::Eye::render(const GL::Renderable &renderable, const GL::Tag &tag) const
+void StereoView::Eye::render(const GL::Renderable &renderable) const
{
GL::Bind bind_fbo(target->fbo);
target->fbo.clear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT);
GL::Renderer renderer(&camera);
- renderable.render(renderer, tag);
+ renderable.render(renderer);
}
} // namespace VR