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@@ -578,14 +578,12 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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GFXTextureObject *texObject = mStereoGuiTarget->getTexture(0);
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const FovPort *currentFovPort = GFX->getStereoFovPort();
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const MatrixF *eyeTransforms = GFX->getStereoEyeTransforms();
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- const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
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const Point3F *eyeOffset = GFX->getStereoEyeOffsets();
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+ Frustum gfxFrustum = originalFrustum;
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for (U32 i=0; i<2; i++)
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{
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GFX->activateStereoTarget(i);
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- Frustum gfxFrustum = originalFrustum;
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- const F32 frustumDepth = gfxFrustum.getNearDist();
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MathUtils::makeFovPortFrustum(&gfxFrustum, true, gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[i], eyeTransforms[i]);
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GFX->setFrustum(gfxFrustum);
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@@ -618,11 +616,11 @@ void GuiTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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F32 screenBottom = rectHeight * 0.5;
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const F32 fillConv = 0.0f;
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- const F32 frustumDepth = gfxFrustum.getNearDist() + 0.012;
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- verts[0].point.set( screenLeft - fillConv, frustumDepth, screenTop - fillConv );
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- verts[1].point.set( screenRight - fillConv, frustumDepth, screenTop - fillConv );
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- verts[2].point.set( screenLeft - fillConv, frustumDepth, screenBottom - fillConv );
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- verts[3].point.set( screenRight - fillConv, frustumDepth, screenBottom - fillConv );
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+ const F32 frustumDepthAdjusted = gfxFrustum.getNearDist() + 0.012;
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+ verts[0].point.set( screenLeft - fillConv, frustumDepthAdjusted, screenTop - fillConv );
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+ verts[1].point.set( screenRight - fillConv, frustumDepthAdjusted, screenTop - fillConv );
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+ verts[2].point.set( screenLeft - fillConv, frustumDepthAdjusted, screenBottom - fillConv );
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+ verts[3].point.set( screenRight - fillConv, frustumDepthAdjusted, screenBottom - fillConv );
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verts[0].color = verts[1].color = verts[2].color = verts[3].color = ColorI(255,255,255,255);
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