REVIEWED: rlgl: Stereo render is working again
As a bonus, stereo render is compatible with mesh instancing now!
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2 changed files with 64 additions and 10 deletions
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@ -1140,22 +1140,21 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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}
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int eyesCount = 1;
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// TODO: if (RLGL.State.stereoRender) eyesCount = 2;
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if (rlIsStereoRenderEnabled()) eyesCount = 2;
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for (int eye = 0; eye < eyesCount; eye++)
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{
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if (eyesCount == 1) rlSetMatrixModelview(matModelView);
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else
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{
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// TODO.
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// Setup current eye viewport (half screen width)
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//rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
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rlViewport(eye*rlGetFramebufferWidth()/2, 0, rlGetFramebufferWidth()/2, rlGetFramebufferHeight());
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// Set current eye view offset to modelview matrix
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//rlSetMatrixModelview(MatrixMultiply(matModelView, RLGL.State.offsetStereo[eye]));
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rlSetMatrixModelview(MatrixMultiply(matModelView, rlGetMatrixViewOffsetStereo(eye)));
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// Set current eye projection matrix
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//rlSetMatrixProjection(RLGL.State.projectionStereo[eye]);
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rlSetMatrixProjection(rlGetMatrixProjectionStereo(eye));
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}
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// Calculate model-view-projection matrix (MVP)
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