void render(const GL::Renderable &) const;
};
- unsigned width;
- unsigned height;
const GL::Camera &base_camera;
const GL::Renderable &renderable;
const StereoCombiner *combiner;
Eye right;
float eye_spacing;
Geometry::Angle<float> strabismus;
- mutable GL::Vector3 offset_axis;
public:
- StereoView(unsigned, unsigned, const GL::Camera &, const GL::Renderable &, const StereoCombiner &);
+ StereoView(const GL::Camera &, const GL::Renderable &, const StereoCombiner &);
void set_combiner(const StereoCombiner &);
void set_eye_spacing(float);