From Farshid Lashkari, "I noticed that osg::State::getInitialViewMatrix returns the monocular view matrix when rendering in stereo. I've made some changes to osgUtil::RenderStage & SceneView so that it will return the correct view matrix depending on which eye is currently being rendered." & "I made a small change to the previous patch so that osg::State::getInitialViewMatrix works correctly with pre/post render stages as well."
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@@ -932,6 +932,7 @@ bool SceneView::cullStage(const osg::Matrixd& projection,const osg::Matrixd& mod
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// achieves a certain amount of frame cohereancy of memory allocation.
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rendergraph->clean();
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renderStage->setInitialViewMatrix(mv.get());
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renderStage->setViewport(viewport);
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renderStage->setClearColor(_camera->getClearColor());
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renderStage->setClearDepth(_camera->getClearDepth());
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@@ -1062,8 +1063,6 @@ void SceneView::draw()
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// assume the the draw which is about to happen could generate GL objects that need flushing in the next frame.
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_requiresFlush = true;
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state->setInitialViewMatrix(new osg::RefMatrix(getViewMatrix()));
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RenderLeaf* previous = NULL;
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if (_displaySettings.valid() && _displaySettings->getStereo())
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{
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