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| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /mp/src/game/client/client_virtualreality.cpp | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip | |
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'mp/src/game/client/client_virtualreality.cpp')
| -rw-r--r-- | mp/src/game/client/client_virtualreality.cpp | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/mp/src/game/client/client_virtualreality.cpp b/mp/src/game/client/client_virtualreality.cpp index fb6e4417..472fa6c1 100644 --- a/mp/src/game/client/client_virtualreality.cpp +++ b/mp/src/game/client/client_virtualreality.cpp @@ -213,6 +213,7 @@ void CalcFovFromProjection ( float *pFov, const VMatrix &proj ) Assert ( proj.m[3][2] == -1.0f ); Assert ( proj.m[3][3] == 0.0f ); + /* // The math here: // A view-space vector (x,y,z,1) is transformed by the projection matrix // / xscale 0 xoffset 0 \ @@ -227,6 +228,7 @@ void CalcFovFromProjection ( float *pFov, const VMatrix &proj ) // = xscale*(x/z) + xoffset (I flipped the signs of both sides) // => (+-1 - xoffset)/xscale = x/z // ...and x/z is tan(theta), and theta is the half-FOV. + */ float fov_px = 2.0f * RAD2DEG ( atanf ( fabsf ( ( 1.0f - xoffset ) / xscale ) ) ); float fov_nx = 2.0f * RAD2DEG ( atanf ( fabsf ( ( -1.0f - xoffset ) / xscale ) ) ); @@ -261,8 +263,6 @@ CClientVirtualReality::CClientVirtualReality() m_rtLastMotionSample = 0; m_bMotionUpdated = false; - m_bForceVRMode = false; - #if defined( USE_SDL ) m_nNonVRSDLDisplayIndex = 0; #endif @@ -1367,7 +1367,7 @@ void CClientVirtualReality::Activate() return; // These checks don't apply if we're in VR mode because Steam said so. - if ( !m_bForceVRMode ) + if ( !ShouldForceVRActive() ) { // see if VR mode is even enabled if ( materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter == -1 ) @@ -1441,7 +1441,7 @@ void CClientVirtualReality::Activate() vgui::ivgui()->SetVRMode( true ); // we can skip this extra mode change if we've always been in VR mode - if ( !m_bForceVRMode ) + if ( !ShouldForceVRActive() ) { VRRect_t rect; if ( g_pSourceVR->GetDisplayBounds( &rect ) ) @@ -1510,10 +1510,7 @@ void CClientVirtualReality::Deactivate() // Called when startup is complete void CClientVirtualReality::StartupComplete() { - if ( g_pSourceVR ) - m_bForceVRMode = g_pSourceVR->ShouldForceVRMode(); - - if ( vr_activate_default.GetBool( ) || m_bForceVRMode ) + if ( vr_activate_default.GetBool() || ShouldForceVRActive() ) Activate(); } |