bool keep_aspect;
Geometry::Angle<float> fov;
float oversize;
+ float frustum_skew;
StereoCombiner();
public:
bool is_aspect_kept() const { return keep_aspect; }
const Geometry::Angle<float> &get_field_of_view() const { return fov; }
float get_oversize() const { return oversize; }
+ float get_frustum_skew() const { return frustum_skew; }
virtual void render(const GL::Texture2D &, const GL::Texture2D &) const = 0;
};