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