glMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat[0]);
+
+ if(opt.vr) {
+ goatvr_set_fb_size(x, y, 1.0);
+ }
}
void app_keyboard(int key, bool pressed)
app_quit();
break;
+ case 'f':
+ if(!opt.vr || should_swap) {
+ /* we take the need to swap as a signal that our window is not managed
+ * by some VR compositor, and therefore it's safe to fullscreen without
+ * upsetting the VR rendering output
+ */
+ opt.fullscreen = !opt.fullscreen;
+ app_fullscreen(opt.fullscreen);
+ }
+ break;
+
case ' ':
if(opt.vr) {
goatvr_recenter();