forked from LeenkxTeam/LNXSDK
		
	
		
			
	
	
		
			39 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
		
		
			
		
	
	
			39 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
|  | package kha.vr; | ||
|  | 
 | ||
|  | import kha.Image; | ||
|  | import kha.math.Matrix4; | ||
|  | 
 | ||
|  | class TimeWarpImage { | ||
|  | 	// If TexId == 0, this image is disabled. | ||
|  | 	// Most applications will have the overlay image | ||
|  | 	// disabled. | ||
|  | 	// | ||
|  | 	// Because OpenGL ES doesn't support clampToBorder, | ||
|  | 	// it is the application's responsibility to make sure | ||
|  | 	// that all mip levels of the texture have a black border | ||
|  | 	// that will show up when time warp pushes the texture partially | ||
|  | 	// off screen. | ||
|  | 	// | ||
|  | 	// Overlap textures will only show through where alpha on the | ||
|  | 	// primary texture is not 1.0, so they do not require a border. | ||
|  | 	// unsigned		TexId; | ||
|  | 	public var Image: Image; | ||
|  | 
 | ||
|  | 	// Experimental separate R/G/B cube maps | ||
|  | 	// unsigned		PlanarTexId[3]; | ||
|  | 	// Points on the screen are mapped by a distortion correction | ||
|  | 	// function into ( TanX, TanY, 1, 1 ) vectors that are transformed | ||
|  | 	// by this matrix to get ( S, T, Q, _ ) vectors that are looked | ||
|  | 	// up with texture2dproj() to get texels. | ||
|  | 	public var TexCoordsFromTanAngles: Matrix4; | ||
|  | 
 | ||
|  | 	// The sensor state for which ModelViewMatrix is correct. | ||
|  | 	// It is ok to update the orientation for each eye, which | ||
|  | 	// can help minimize black edge pull-in, but the position | ||
|  | 	// must remain the same for both eyes, or the position would | ||
|  | 	// seem to judder "backwards in time" if a frame is dropped. | ||
|  | 	public var Pose: PoseState; | ||
|  | 
 | ||
|  | 	public function new() {} | ||
|  | } |