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Made screen layer much flatter
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1 changed files with 4 additions and 12 deletions
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@ -120,7 +120,7 @@ static ovrMatrix4f CylinderModelMatrix( const int texWidth, const int texHeight,
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const float radius,
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const float density )
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{
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const ovrMatrix4f scaleMatrix = ovrMatrix4f_CreateScale( radius, radius * (float)texHeight * VRAPI_PI / density, radius );
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const ovrMatrix4f scaleMatrix = ovrMatrix4f_CreateScale( radius, radius * (float)texHeight * VRAPI_PI / density, radius / 2 );
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const ovrMatrix4f transMatrix = ovrMatrix4f_CreateTranslation( translation.x, translation.y, translation.z );
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const ovrMatrix4f rotXMatrix = ovrMatrix4f_CreateRotation( rotateYaw, 0.0f, 0.0f );
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const ovrMatrix4f rotYMatrix = ovrMatrix4f_CreateRotation( 0.0f, rotatePitch, 0.0f );
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@ -152,18 +152,10 @@ ovrLayerCylinder2 BuildCylinderLayer( ovrRenderer * cylinderRenderer,
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layer.HeadPose = tracking->HeadPose;
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const float density = 4500.0f;
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const float density = 15000.0f;
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const float rotateYaw = 0.0f;
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const float radius = 2.0f;
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//GB Hacky Override
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float screen_offset = 0;
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if(textureWidth > 1900)
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{
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screen_offset = -2.625f;
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}
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const float distance = vr_screen_dist ? -vr_screen_dist->value + screen_offset : -3.5f + screen_offset;
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const ovrVector3f translation = { 0.0f, playerHeight/2, distance };
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const float radius = 10.0f;
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const ovrVector3f translation = { 0.0f, playerHeight/1.8f, -vr_screen_dist->value };
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ovrMatrix4f cylinderTransform =
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CylinderModelMatrix( textureWidth, textureHeight, translation,
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