Remove Oculus support from code

Moved to custom example, now raylib only supports simulated VR
rendering.
Oculus code was too device dependant... waiting for OpenXR.
This commit is contained in:
raysan5 2017-03-14 01:05:22 +01:00
parent 3813722f17
commit 5d1f661661
5 changed files with 605 additions and 593 deletions

View file

@ -755,11 +755,8 @@ void End2dMode(void)
void Begin3dMode(Camera camera)
{
rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
if (IsVrDeviceReady() || IsVrSimulator()) BeginVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPushMatrix(); // Save previous matrix, which contains the settings for the 2d ortho projection
rlLoadIdentity(); // Reset current matrix (PROJECTION)
@ -786,8 +783,6 @@ void End3dMode(void)
{
rlglDraw(); // Process internal buffers (update + draw)
if (IsVrDeviceReady() || IsVrSimulator()) EndVrDrawing();
rlMatrixMode(RL_PROJECTION); // Switch to projection matrix
rlPopMatrix(); // Restore previous matrix (PROJECTION) from matrix stack