Skip to content

Commit

Permalink
Call OVR commit so player can see opening and intermission screens too.
Browse files Browse the repository at this point in the history
Increment version to 1.8.10_c.
Update top level readme for new release.
  • Loading branch information
cmbruns committed Apr 3, 2016
1 parent 9d5a683 commit dff1927
Show file tree
Hide file tree
Showing 3 changed files with 6 additions and 4 deletions.
2 changes: 1 addition & 1 deletion CMakeLists.txt
Expand Up @@ -277,7 +277,7 @@ set(CPACK_PACKAGE_EXECUTABLES ${ZDOOM_EXE_NAME} ${INSTALL_PROGRAM_NAME})
# TODO - read actual zdoom version from somewheare
set(CPACK_PACKAGE_VERSION_MAJOR "1")
set(CPACK_PACKAGE_VERSION_MINOR "8")
set(CPACK_PACKAGE_VERSION_PATCH "10_cpre")
set(CPACK_PACKAGE_VERSION_PATCH "10_c")
set(CPACK_RESOURCE_FILE_LICENSE "${CMAKE_CURRENT_SOURCE_DIR}/docs/LICENSE.txt")
set(CPACK_PACKAGE_NAME ${INSTALL_PROGRAM_NAME})
set(COMBINED_VERSION "v${CPACK_PACKAGE_VERSION_MAJOR}.${CPACK_PACKAGE_VERSION_MINOR}.${CPACK_PACKAGE_VERSION_PATCH}")
Expand Down
4 changes: 2 additions & 2 deletions README.md
Expand Up @@ -9,9 +9,9 @@ Click to visit the <a href="http://rotatingpenguin.com">Official GZ3Doom Site</a
1. Run the installer at https://github.com/cmbruns/gz3doom/releases
2. Obtain a WAD file for the game you want to play, and place it in the GZ3Doom folder.https://github.com/cmbruns/gz3doom/wiki/Games-files-%28.wad%29-for-Doom,-Doom-2,-etc.
3. If you want to play using the Oculus Rift:
1. Install the Oculus Runtime https://developer.oculus.com/downloads/pc/0.7.0.0-beta/Oculus_Runtime_for_Windows/
1. Install the Oculus Runtime https://www.oculus.com/en-us/setup/
2. Configure your Rift
1. Enter "vr_mode 8" in the console, or use the Oculus Rift launch shortcut in the GZ3Doom start menu.
1. Enter "vr_mode 8" in the gz3doom console, or use the Oculus Rift launch shortcut in the GZ3Doom start menu.

<h2>About GZ3Doom</h2>

Expand Down
4 changes: 3 additions & 1 deletion src/gl/scene/gl_stereo3d.cpp
Expand Up @@ -369,6 +369,7 @@ void Stereo3D::render(FGLRenderer& renderer, GL_IRECT * bounds, float fov0, floa
sharedRiftHmd->bindToSceneFrameBufferAndUpdate();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
sharedRiftHmd->commitFrame();
sharedRiftHmd->submitFrame(1.0/calc_mapunits_per_meter(player));

// Start rendering to screen, at least to start
Expand Down Expand Up @@ -895,6 +896,7 @@ void Stereo3D::updateScreen() {
sharedRiftHmd->bindToSceneFrameBufferAndUpdate();
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
sharedRiftHmd->commitFrame();
sharedRiftHmd->submitFrame(1.0/41.0);
// Start rendering to screen, at least for the moment
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
Expand Down Expand Up @@ -934,8 +936,8 @@ void Stereo3D::updateScreen() {
sharedRiftHmd->paintHudQuad(vr_hud_scale, 0);
}

sharedRiftHmd->commitFrame();
blitRiftBufferToScreen();

sharedRiftHmd->submitFrame(1.0/41.0);

if (true) {
Expand Down

0 comments on commit dff1927

Please sign in to comment.