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raycasting in VR equidistant, for isotropic geometries
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6
vr.cpp
6
vr.cpp
@@ -120,7 +120,7 @@ vr_framebuffer::vr_framebuffer(int xsize, int ysize) {
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rb.reset();
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}
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EX transmatrix eyeproj;
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EX transmatrix eyeproj, eyeshift;
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vr_framebuffer::~vr_framebuffer() {
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glDeleteRenderbuffers( 1, &m_nDepthBufferId );
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@@ -976,8 +976,10 @@ EX void render() {
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gen_mv();
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E4;
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if(eyes == eEyes::equidistant && i != 2) {
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hmd_mv = inverse(vrdata.eyepos[i]) * hmd_mv;
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eyeshift = vrdata.eyepos[i];
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hmd_mv = inverse(eyeshift) * hmd_mv;
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}
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else eyeshift = Id;
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hmd_mv_for[i] = hmd_mv;
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if(i != 2) {
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hmd_mvp = vrdata.proj[i] * hmd_mv;
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