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Make smoke particles show in both eyes
moved screen back a bit, it was too close
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parent
fe80447ebb
commit
b1d017108b
2 changed files with 7 additions and 5 deletions
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@ -109,7 +109,7 @@ ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
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const float density = 4500.0f;
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const float density = 4500.0f;
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const float rotateYaw = 0.0f;
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const float rotateYaw = 0.0f;
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const float radius = 6.0f;
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const float radius = 6.0f;
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const ovrVector3f translation = { 0.0f, 0.0f, -2.5f };
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const ovrVector3f translation = { 0.0f, 0.0f, -5.0f };
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ovrMatrix4f cylinderTransform =
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ovrMatrix4f cylinderTransform =
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CylinderModelMatrix( textureWidth, textureHeight, translation,
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CylinderModelMatrix( textureWidth, textureHeight, translation,
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@ -170,7 +170,8 @@ bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemS
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return false;
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return false;
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}
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}
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if ( !gameLocal.isNewFrame ) {
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if ( !gameLocal.isNewFrame )
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{
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return false;
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return false;
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}
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}
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@ -297,10 +298,11 @@ bool idSmokeParticles::UpdateRenderEntity( renderEntity_s *renderEntity, const r
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return false;
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return false;
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}
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}
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// don't regenerate it if it is current
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// Need to regenerate smoke particles for each eye - commented this out or you only get smoke in the left eye!
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if ( renderView->time == currentParticleTime && !renderView->forceUpdate ) {
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/* if ( renderView->time == currentParticleTime && !renderView->forceUpdate && !renderView->forceSmokeUpdate ) {
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return false;
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return false;
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}
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}*/
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currentParticleTime = renderView->time;
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currentParticleTime = renderView->time;
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particleGen_t g;
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particleGen_t g;
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