[Bf-blender-cvs] [e4a82a1] HMD_viewport: Make HMD IPD work properly with Multi-view format

Julian Eisel noreply at git.blender.org
Wed Oct 12 13:27:51 CEST 2016


Commit: e4a82a1e3903a4433abcd6fccbe1ac18cbbeb64c
Author: Julian Eisel
Date:   Tue Oct 11 22:18:41 2016 +0200
Branches: HMD_viewport
https://developer.blender.org/rBe4a82a1e3903a4433abcd6fccbe1ac18cbbeb64c

Make HMD IPD work properly with Multi-view format

===================================================================

M	source/blender/editors/space_view3d/view3d_draw.c

===================================================================

diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index bd2fe7d..74e21da 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -3773,6 +3773,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const
 #ifdef WITH_INPUT_HMD
 	if (is_hmd_view) {
 		Camera *data = v3d->camera->data;
+		short view_format = scene->r.views_format;
 		short convergence_mode = data->stereo.convergence_mode;
 		float ipd_override = (U.hmd_device != -1 && (scene->hmd_settings.flag & HMDVIEW_USE_DEVICE_IPD)) ?
 		                         WM_device_HMD_IPD_get() : scene->hmd_settings.interocular_distance;
@@ -3781,6 +3782,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const
 
 		BLI_lock_thread(LOCK_VIEW3D);
 		data->stereo.convergence_mode = CAM_S3D_PARALLEL;
+		scene->r.views_format = SCE_VIEWS_FORMAT_STEREO_3D;
 
 		BKE_camera_multiview_view_matrix(&scene->r, v3d->camera, is_left, ipd_override, viewmat);
 		WM_device_HMD_projection_matrix_get(is_left, projmat);
@@ -3788,6 +3790,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar, const
 		view3d_main_region_setup_view(scene, v3d, ar, viewmat, projmat);
 
 		data->stereo.convergence_mode = convergence_mode;
+		scene->r.views_format = view_format;
 		BLI_unlock_thread(LOCK_VIEW3D);
 	}
 	else




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