Blender Git Loki
Git Commits -> Revision 8ed439b
Revision 8ed439b by Dalai Felinto (master) January 22, 2015, 05:00 (GMT) |
bge.render.getStereoEye() and bge.types.LEFT_EYE/RIGHT_EYE This function allows the user to run specific code for each of the rendered stereoscopic eyes in the Game Engine. The initial use case is to set the camera projection matrix in a scene.pre_draw callback function for each eye, to be used in VR (Virtual Reality) installations. Reviewed by Mitchell Stokes and Campbell Barton, thank you guys. Sample Test Python Script: """ import bge import bgl import blf def init(): """init function - runs once""" scene = bge.logic.getCurrentScene() scene.post_draw.append(write) def write(): """write on screen - depending on the eye""" width = bge.render.getWindowWidth() height = bge.render.getWindowHeight() # OpenGL setup bgl.glMatrixMode(bgl.GL_PROJECTION) bgl.glLoadIdentity() bgl.gluOrtho2D(0, width, 0, height) bgl.glMatrixMode(bgl.GL_MODELVIEW) bgl.glLoadIdentity() eye = bge.render.getStereoEye() if eye == bge.render.LEFT_EYE: blf.position(0, (width * 0.2), (height * 0.3), 0) blf.size(0, 40, 72) blf.draw(0, "Left") else: # bge.render.RIGHT_EYE: blf.position(0, (width * 0.7), (height * 0.3), 0) blf.size(0, 40, 72) blf.draw(0, "Right") """ |
Commit Details:
Full Hash: 8ed439b89ed4f4c968c90f8074bb0925f79cee80
Parent Commit: 1b1a6e0
Lines Changed: +37, -0