Encapsulates cameras used for VR stereo rendering.
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#include <VRUtils.hpp>
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enum | StereoMode { STEREO = 0,
MONO = 1,
AUTO = 2
} |
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Encapsulates cameras used for VR stereo rendering.
◆ addSlaveCamerasToView()
void OpenFrames::VRCamera::addSlaveCamerasToView |
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osg::View * |
view, |
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bool |
useMastersSceneData |
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) |
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Add cameras as slaves to the specified View
◆ disableCameras()
void OpenFrames::VRCamera::disableCameras |
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Disable all internal cameras
◆ getCamera()
osg::Camera* OpenFrames::VRCamera::getCamera |
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unsigned int |
pos | ) |
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Get the internal osg::Camera at desired position
◆ getNumCameras()
unsigned int OpenFrames::VRCamera::getNumCameras |
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Get number of cameras in use, depending on StereoMode
◆ setClearMask()
void OpenFrames::VRCamera::setClearMask |
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GLbitfield |
mask | ) |
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Set the OpenGL clear mask for cameras
◆ updateCameras()
void OpenFrames::VRCamera::updateCameras |
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osg::Matrixd & |
rightProj, |
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osg::Matrixd & |
leftProj, |
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osg::Matrixd & |
centerProj, |
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const double & |
zNear |
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) |
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Update projection/modelview matrices, enable cameras, and handle other camera-specific operations
◆ _monoCamera
osg::ref_ptr<osg::Camera> OpenFrames::VRCamera::_monoCamera |
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protected |
Camera that draws one view to both left & right eye textures
◆ _rightCamera
osg::ref_ptr<osg::Camera> OpenFrames::VRCamera::_rightCamera |
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protected |
Cameras to represent right and left eye views
◆ _texBuffer
The texture buffers drawn on by Cameras
◆ _useMSAA
bool OpenFrames::VRCamera::_useMSAA |
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protected |
Whether to use multisample antialiasing
The documentation for this class was generated from the following file: