]> git.tdb.fi Git - libs/vr.git/blobdiff - source/stereoview.cpp
Make offset_axis a local variable of StereoView::setup_frame
[libs/vr.git] / source / stereoview.cpp
index 95eb847d1b27a862b6d8513f3f122edd0f227058..efc54dd5f3a38e9158f9e10ec4de640b32eea2e5 100644 (file)
@@ -41,7 +41,7 @@ void StereoView::set_strabismus(const Geometry::Angle<float> &s)
 
 void StereoView::setup_frame() const
 {
-       offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
+       GL::Vector3 offset_axis = normalize(cross(base_camera.get_look_direction(), base_camera.get_up_direction()))*0.5f;
 
        EyeParams params;
        params.fov = combiner->get_field_of_view();
@@ -58,28 +58,16 @@ void StereoView::setup_frame() const
 
        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);
 }
 
 
@@ -117,12 +105,12 @@ void StereoView::Eye::setup_frame(const GL::Camera &base_camera, const GL::Vecto
        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