if(!rend->init()) {
return false;
}
+ if(opt.reflect) {
+ rend->ropt |= RENDER_MIRRORS;
+ } else {
+ rend->ropt &= ~RENDER_MIRRORS;
+ }
rend->set_scene(mscn);
glUseProgram(0);
for(int i=0; i<2; i++) {
// for each eye
goatvr_draw_eye(i);
- vp_width = goatvr_get_fb_eye_width(i);
- vp_height = goatvr_get_fb_eye_height(i);
+ if(goatvr_get_fb_texture()) {
+ vp_width = goatvr_get_fb_eye_width(i);
+ vp_height = goatvr_get_fb_eye_height(i);
+ } else {
+ vp_width = win_width / 2;
+ }
proj_matrix = goatvr_projection_matrix(i, NEAR_CLIP, FAR_CLIP);
glMatrixMode(GL_PROJECTION);