Merge pull request #19730 from BastiaanOlij/fix_y_shift

Fix typo in y shift
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Rémi Verschelde 2018-06-25 10:12:45 +02:00 committed by GitHub
commit 25f1833890
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@ -1715,7 +1715,7 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
float width = (2.0 * z_near) / camera_matrix.matrix[0][0]; float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
float x_shift = width * camera_matrix.matrix[2][0]; float x_shift = width * camera_matrix.matrix[2][0];
float height = (2.0 * z_near) / camera_matrix.matrix[1][1]; float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
float y_shift = width * camera_matrix.matrix[2][1]; float y_shift = height * camera_matrix.matrix[2][1];
// printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift); // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
@ -1735,10 +1735,10 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
float z_shift = (left_near / slope) - z_near; float z_shift = (left_near / slope) - z_near;
// - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift) // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
float top_near = (height + y_shift) * 0.5; float top_near = (height - y_shift) * 0.5;
top_near += y_shift * z_shift; top_near += (top_near / z_near) * z_shift;
float bottom_near = -(height - y_shift) * 0.5; float bottom_near = -(height + y_shift) * 0.5;
bottom_near -= y_shift * z_shift; bottom_near += (bottom_near / z_near) * z_shift;
// printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift); // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);