Make smoke particles show in both eyes

moved screen back a bit, it was too close
This commit is contained in:
Simon 2020-09-12 15:29:36 +01:00
parent fe80447ebb
commit b1d017108b
2 changed files with 7 additions and 5 deletions

View file

@ -109,7 +109,7 @@ ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
const float density = 4500.0f; const float density = 4500.0f;
const float rotateYaw = 0.0f; const float rotateYaw = 0.0f;
const float radius = 6.0f; const float radius = 6.0f;
const ovrVector3f translation = { 0.0f, 0.0f, -2.5f }; const ovrVector3f translation = { 0.0f, 0.0f, -5.0f };
ovrMatrix4f cylinderTransform = ovrMatrix4f cylinderTransform =
CylinderModelMatrix( textureWidth, textureHeight, translation, CylinderModelMatrix( textureWidth, textureHeight, translation,

View file

@ -170,7 +170,8 @@ bool idSmokeParticles::EmitSmoke( const idDeclParticle *smoke, const int systemS
return false; return false;
} }
if ( !gameLocal.isNewFrame ) { if ( !gameLocal.isNewFrame )
{
return false; return false;
} }
@ -297,10 +298,11 @@ bool idSmokeParticles::UpdateRenderEntity( renderEntity_s *renderEntity, const r
return false; return false;
} }
// don't regenerate it if it is current // Need to regenerate smoke particles for each eye - commented this out or you only get smoke in the left eye!
if ( renderView->time == currentParticleTime && !renderView->forceUpdate ) { /* if ( renderView->time == currentParticleTime && !renderView->forceUpdate && !renderView->forceSmokeUpdate ) {
return false; return false;
} }*/
currentParticleTime = renderView->time; currentParticleTime = renderView->time;
particleGen_t g; particleGen_t g;