Moved Oculus enable drawing to user side...
Still thinking about the best way to manage this...
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3fb1c446ea
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2ff2096b36
2 changed files with 7 additions and 3 deletions
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@ -52,6 +52,8 @@ int main()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (IsOculusReady()) BeginOculusDrawing();
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Begin3dMode(camera);
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@ -62,6 +64,8 @@ int main()
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End3dMode();
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if (IsOculusReady()) EndOculusDrawing();
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DrawFPS(10, 10);
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EndDrawing();
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@ -521,7 +521,7 @@ void BeginDrawing(void)
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updateTime = currentTime - previousTime;
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previousTime = currentTime;
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if (IsOculusReady()) BeginOculusDrawing();
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//if (IsOculusReady()) BeginOculusDrawing();
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rlClearScreenBuffers(); // Clear current framebuffers
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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@ -536,7 +536,7 @@ void EndDrawing(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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if (IsOculusReady()) EndOculusDrawing();
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//if (IsOculusReady()) EndOculusDrawing();
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SwapBuffers(); // Copy back buffer to front buffer
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PollInputEvents(); // Poll user events
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@ -2675,7 +2675,7 @@ static void *MouseThread(void *arg)
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int mouseRelX = 0;
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int mouseRelY = 0;
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while (1)
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while (!windowShouldClose)
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{
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if (read(mouseStream, &mouse, sizeof(MouseEvent)) == (int)sizeof(MouseEvent))
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{
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