ok now it works nicely in VR
[vrtris] / src / game.c
index cad1b21..2df0e3f 100644 (file)
@@ -40,7 +40,6 @@ int game_init(int argc, char **argv)
                        return -1;
                }
                goatvr_set_origin_mode(GOATVR_HEAD);
-               goatvr_set_units_scale(10.0f);
 
                goatvr_startvr();
                should_swap = goatvr_should_swap();
@@ -77,14 +76,14 @@ void game_display(void)
        float dt = (float)(time_msec - prev_msec) / 1000.0f;
        prev_msec = time_msec;
 
-       update(dt);
-
 #ifdef BUILD_VR
        if(opt.flags & OPT_VR) {
                int i;
                goatvr_draw_start();
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+               update(dt);
+
                for(i=0; i<2; i++) {
                        /* for each eye */
                        goatvr_draw_eye(i);
@@ -114,6 +113,8 @@ void game_display(void)
                /* non-VR mode */
                glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+               update(dt);
+
                cgm_mperspective(proj_matrix, cgm_deg_to_rad(40.0), win_aspect, 0.5, 500.0);
                glMatrixMode(GL_PROJECTION);
                glLoadMatrixf(proj_matrix);