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Remove unused stereo target codepath in Oculus code

James Urquhart 10 年之前
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2aca5f6ee7
共有 1 個文件被更改,包括 0 次插入22 次删除
  1. 0 22
      Engine/source/platform/input/oculusVR/oculusVRHMDDevice.cpp

+ 0 - 22
Engine/source/platform/input/oculusVR/oculusVRHMDDevice.cpp

@@ -238,28 +238,6 @@ bool OculusVRHMDDevice::setupTargets()
 
       gLastStereoTexture = mEyeTexture[0];
    }
-   else if (mDesiredRenderingMode == GFXDevice::RS_StereoRenderTargets)
-   {
-      // Setup two targets
-      Point2I rtSize;
-
-      GFXFormat targetFormat = GFX->getActiveRenderTarget()->getFormat();
-      mRTFormat = targetFormat;
-
-      // Left
-      rtSize = generateRenderTarget(mEyeRT[0], mEyeTexture[0], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[0].w, mRecomendedEyeTargetSize[0].h));
-      mEyeViewport[0] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
-
-      // Right
-      rtSize = generateRenderTarget(mEyeRT[1], mEyeTexture[1], mStereoDepthTexture, Point2I(mRecomendedEyeTargetSize[1].w, mRecomendedEyeTargetSize[1].h));
-      mEyeViewport[1] = RectI(Point2I(0,0), Point2I((rtSize.x+1)/2, rtSize.y));
-
-      mStereoRT = NULL;
-      mStereoTexture = NULL;
-
-      gLastStereoTexture = mEyeTexture[0];
-
-   }
    else
    {
       // No rendering, abort!