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@@ -135,9 +135,19 @@ public class VRViewManagerOculus extends AbstractVRViewManager {
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finalRotation.multLocal(hmdRot);
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}
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+ // Update both eye cameras
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finalizeCamera(hardware.getHMDVectorPoseLeftEye(), objPos, leftCamera);
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finalizeCamera(hardware.getHMDVectorPoseRightEye(), objPos, rightCamera);
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+ // Update the main camera, so it shows the same basic view the HMD is getting
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+ // TODO: Do this in VRAppState, so it works on all HMDs.
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+ // I only have a Rift, so I can't test it on anything else.
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+ if(!environment.isInstanceRendering()) { // We use the app camera as the left camera here
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+ // TODO: Double up on rendering and use one eye, to reduce GPU load rendering the scene again.
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+ // TODO: Snip at the image to remove the distorted corners from a very high FOV.
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+ finalizeCamera(Vector3f.ZERO, objPos, environment.getApplication().getCamera());
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+ }
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+
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if (environment.hasTraditionalGUIOverlay()) {
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// update the mouse?
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environment.getVRMouseManager().update(tpf);
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