return -1;
}
goatvr_set_origin_mode(GOATVR_HEAD);
- goatvr_set_units_scale(10.0f);
goatvr_startvr();
should_swap = goatvr_should_swap();
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);
/* 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);