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VR-Forces Developer's Guide
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A structure to hold rendering information for overlays. This is used to pass to various overlay render methods.
Public Attributes | |
| bool | myGeocentricEffect = false |
| float | myGeocentricOccludedAlpha = 0.0f |
| double | myWorldToWindow [16] = {} |
| double | myCameraPosition [3] = { 0,0,0 } |
| int | myViewport [4] = { 0,0,1,1 } |
| double | mySceneCameraPosition [3] = { 0,0,0 } |
| double | mySceneCameraRotation [16] = {} |
| double | mySceneProjectionMatrix [16] = {} |
| double | mySceneProjectionMatrixI [16] = {} |
| int | mySceneViewport [4] = { 0,0,1,1 } |
| double | mySceneCameraFrustum [6] = {} |
| bool makVrv::DtOverlayRenderData::myGeocentricEffect = false |
True if the rendering effect is considered geocentric.
| float makVrv::DtOverlayRenderData::myGeocentricOccludedAlpha = 0.0f |
Used in the rendering effect shaders as the alpha value multiplyer of geometry that is occluded by the earth.
| double makVrv::DtOverlayRenderData::myWorldToWindow[16] = {} |
The transform from world space to window space.
| double makVrv::DtOverlayRenderData::myCameraPosition[3] = { 0,0,0 } |
The everlay camera position.
| int makVrv::DtOverlayRenderData::myViewport[4] = { 0,0,1,1 } |
The overlay viewport position and dimensions (x, y, width, height).
| double makVrv::DtOverlayRenderData::mySceneCameraPosition[3] = { 0,0,0 } |
The scene camera position.
| double makVrv::DtOverlayRenderData::mySceneCameraRotation[16] = {} |
The scene camera rotation matrix (no translation).
| double makVrv::DtOverlayRenderData::mySceneProjectionMatrix[16] = {} |
The scene projection matrix.
| double makVrv::DtOverlayRenderData::mySceneProjectionMatrixI[16] = {} |
The scene inverse projection matrix.
| int makVrv::DtOverlayRenderData::mySceneViewport[4] = { 0,0,1,1 } |
The scene viewport position and dimensions (x, y, width, height).
| double makVrv::DtOverlayRenderData::mySceneCameraFrustum[6] = {} |
The scene camera frustum. left, right, bottom, top, near, far.