Moved Oculus enable drawing to user side...

Still thinking about the best way to manage this...
This commit is contained in:
raysan5 2016-07-04 18:35:50 +02:00
parent 3fb1c446ea
commit 2ff2096b36
2 changed files with 7 additions and 3 deletions

View file

@ -53,6 +53,8 @@ int main()
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
if (IsOculusReady()) BeginOculusDrawing();
Begin3dMode(camera); Begin3dMode(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
@ -62,6 +64,8 @@ int main()
End3dMode(); End3dMode();
if (IsOculusReady()) EndOculusDrawing();
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

View file

@ -521,7 +521,7 @@ void BeginDrawing(void)
updateTime = currentTime - previousTime; updateTime = currentTime - previousTime;
previousTime = currentTime; previousTime = currentTime;
if (IsOculusReady()) BeginOculusDrawing(); //if (IsOculusReady()) BeginOculusDrawing();
rlClearScreenBuffers(); // Clear current framebuffers rlClearScreenBuffers(); // Clear current framebuffers
rlLoadIdentity(); // Reset current matrix (MODELVIEW) rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -536,7 +536,7 @@ void EndDrawing(void)
{ {
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2) rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
if (IsOculusReady()) EndOculusDrawing(); //if (IsOculusReady()) EndOculusDrawing();
SwapBuffers(); // Copy back buffer to front buffer SwapBuffers(); // Copy back buffer to front buffer
PollInputEvents(); // Poll user events PollInputEvents(); // Poll user events
@ -2675,7 +2675,7 @@ static void *MouseThread(void *arg)
int mouseRelX = 0; int mouseRelX = 0;
int mouseRelY = 0; int mouseRelY = 0;
while (1) while (!windowShouldClose)
{ {
if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent)) if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
{ {