Loading space_view3d_virtual_reality/opengl_helper.py +3 −9 Changes for space_view3d_virtual_reality/opengl_helper.py: 3 added lines, 9 removed lines. Original line number Diff line number Diff line Loading @@ -253,7 +253,7 @@ def draw_callback_px(self, context): # (1) dump buffer in texture update_image(self.color_id, self.viewport, GL_RGBA, GL_TEXTURE0) # (3) run screenshader # (2) run screenshader glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LESS) Loading @@ -270,18 +270,12 @@ def draw_callback_px(self, context): # set identity matrices view_setup() # calculate matrixes projection_matrix = Matrix((pjm[0:4], pjm[4:8], pjm[8:12], pjm[12:16])).transposed() modelview_matrix = Matrix((mvm[0:4], mvm[4:8], mvm[8:12], mvm[12:16])).transposed() modelviewprojinv_matrix = (projection_matrix * modelview_matrix).inverted() modelviewprojinv_mat = Buffer(GL_FLOAT, (4,4), modelviewprojinv_matrix.transposed()) # update shader glUseProgram(self.program_shader) setup_uniforms(self.program_shader, self.color_id, self.width, self.height, is_left) draw_rectangle() # (4) restore opengl defaults # (3) restore opengl defaults glUseProgram(0) glActiveTexture(act_tex[0]) glBindTexture(GL_TEXTURE_2D, 0) Loading Loading
space_view3d_virtual_reality/opengl_helper.py +3 −9 Changes for space_view3d_virtual_reality/opengl_helper.py: 3 added lines, 9 removed lines. Original line number Diff line number Diff line Loading @@ -253,7 +253,7 @@ def draw_callback_px(self, context): # (1) dump buffer in texture update_image(self.color_id, self.viewport, GL_RGBA, GL_TEXTURE0) # (3) run screenshader # (2) run screenshader glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LESS) Loading @@ -270,18 +270,12 @@ def draw_callback_px(self, context): # set identity matrices view_setup() # calculate matrixes projection_matrix = Matrix((pjm[0:4], pjm[4:8], pjm[8:12], pjm[12:16])).transposed() modelview_matrix = Matrix((mvm[0:4], mvm[4:8], mvm[8:12], mvm[12:16])).transposed() modelviewprojinv_matrix = (projection_matrix * modelview_matrix).inverted() modelviewprojinv_mat = Buffer(GL_FLOAT, (4,4), modelviewprojinv_matrix.transposed()) # update shader glUseProgram(self.program_shader) setup_uniforms(self.program_shader, self.color_id, self.width, self.height, is_left) draw_rectangle() # (4) restore opengl defaults # (3) restore opengl defaults glUseProgram(0) glActiveTexture(act_tex[0]) glBindTexture(GL_TEXTURE_2D, 0) Loading