fixed color linearity, and tweaked for VR
[vrfileman] / src / app.cc
index d8aa144..0dc88f0 100644 (file)
@@ -13,6 +13,7 @@ static bool parse_args(int argc, char **argv);
 int win_width, win_height;
 float win_aspect;
 long time_msec;
+Mat4 view_matrix;
 
 static bool use_vr;
 static bool should_swap;
@@ -39,6 +40,8 @@ bool app_init(int argc, char **argv)
        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);
@@ -93,13 +96,13 @@ void app_draw()
                        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();
                }
@@ -114,13 +117,13 @@ void app_draw()
                // 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();