[Bf-blender-cvs] [a68db93] HMD_viewport: Fix streched viewport in camera view
Julian Eisel
noreply at git.blender.org
Mon Aug 1 22:11:24 CEST 2016
Commit: a68db93fc2f90057e48a1527ca4dc5ea42a74ada
Author: Julian Eisel
Date: Mon Aug 1 22:06:33 2016 +0200
Branches: HMD_viewport
https://developer.blender.org/rBa68db93fc2f90057e48a1527ca4dc5ea42a74ada
Fix streched viewport in camera view
===================================================================
M source/blender/windowmanager/intern/wm_stereo.c
===================================================================
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c
index c225fd6..b2a7271 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -303,16 +303,10 @@ static void wm_method_draw_stereo3d_hmd(wmWindow *win)
drawdata = BLI_findlink(&win->drawdata, (view * 2) + 1);
- glScissor(view * win_x_h, 0, win_x_h, win_y);
- glPushMatrix();
- if (view == 0) {
- glTranslatef(-win_x_h / 2.0f, 0.0f, 0.0f);
- }
- else {
- glTranslatef(win_x_h / 2.0f, 0.0f, 0.0f);
- }
+ /* OpenHMD sends us matrices for one eye (half screen), but we draw viewport over
+ * entire screen. Using glViewport compensates that and prevents streched view. */
+ glViewport(view * win_x_h, 0, win_x_h, win_y);
wm_triple_draw_textures(win, drawdata->triple, 1.0f);
- glPopMatrix();
}
}
#endif /* WITH_INPUT_HMD */
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