int win_width, win_height;
float win_aspect;
long time_msec;
+Mat4 view_matrix;
static bool use_vr;
static bool should_swap;
glGetIntegerv(GL_SAMPLES, &aasamples);
printf("got %d samples per pixel\n", aasamples);
+ printf("Max anisotropy: %d\n", glcaps.max_aniso);
+
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
//glEnable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(goatvr_projection_matrix(i, 0.5, 1000.0));
- Mat4 view_mat = goatvr_view_matrix(i);
- view_mat.pre_rotate_x(deg_to_rad(cam_phi));
- view_mat.pre_rotate_y(deg_to_rad(cam_theta));
- view_mat.pre_translate(0, -cam_height, 0);
+ view_matrix = goatvr_view_matrix(i);
+ view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+ view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
+ view_matrix.pre_translate(0, -cam_height, 0);
glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(view_mat[0]);
+ glLoadMatrixf(view_matrix[0]);
draw_backdrop();
}
// regular monoscopic mode
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- Mat4 view_mat;
- view_mat.pre_rotate_x(deg_to_rad(cam_phi));
- view_mat.pre_rotate_y(deg_to_rad(cam_theta));
- view_mat.pre_translate(0, -cam_height, 0);
+ view_matrix = Mat4::identity;
+ view_matrix.pre_rotate_x(deg_to_rad(cam_phi));
+ view_matrix.pre_rotate_y(deg_to_rad(cam_theta));
+ view_matrix.pre_translate(0, -cam_height, 0);
glMatrixMode(GL_MODELVIEW);
- glLoadMatrixf(view_mat[0]);
+ glLoadMatrixf(view_matrix[0]);
draw_backdrop();