Fix for vr rendering not taking render target size into account (#2424)
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3 changed files with 26 additions and 6 deletions
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@ -78,7 +78,11 @@ int main(void)
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// Initialize framebuffer for stereo rendering
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// NOTE: Screen size should match HMD aspect ratio
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RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution);
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// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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Rectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() };
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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@ -121,8 +125,7 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(distortion);
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
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(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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DrawTexturePro(target.texture, sourceRec, destRec, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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EndDrawing();
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