VR-Vantage 3.0.3 API Documentation
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vrvVirtualReality.h
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1 /******************************************************************************
2 ** Copyright (c) 2022 MAK Technologies, Inc.
3 ** All rights reserved.
4 ******************************************************************************/
5 
10 
11 #pragma once
12 #ifdef _WIN32
13 # ifdef vrvVirtualReality_EXPORTS
14 # define DT_DLL_VRVVR __declspec ( dllexport )
15 # else
16 # define DT_DLL_VRVVR __declspec ( dllimport )
17 # endif
18 #else
19 # define DT_DLL_VRVVR
20 #endif
21 
22 namespace makVrv
23 {
24  class DtDe;
25 
26  namespace vrvVirtualReality
27  {
29  // VrEyeLeft = independant left
30  // VrEyeRight = indpendant right
31  // VrEyeLeftFocus = independant left focus
32  // VrEyeRightFocus = indpendant right focus
33  // VrEyeMultiView = left and right views in one pass
34  // VrEyeMultiViewFocus = left and right focus views in one pass
35  // VrEyeMultiViewOverlay = left and right views in one pass of the overlay texture rendered on a floating quad
36  //
37  enum DtEye
38  {
46  };
47 
49  // VrMultiViewLeftRight = single multiview channel left and right
50  // VrMultiViewLeftRightAndCotextFocus = single multiview channel, left and right highres focus inset
51  //
53  {
56  };
57 
59  // VrvOverlay2DLayer = overlays are rendered to a 2D texture, that texture is commited directly to hmd
60  // VrvOverlayStereoLayer = stereo view of the 2D texture applied to a quad. The rendered stereo view (2d array) is sumbitted to hmd
61  // VrvOverlaySceneObject = the quad is just rendered into the scene, becomes part of the normal scene view layer submitted to the hmd
62  //
64  {
68  };
69 
71  DT_DLL_VRVVR void init(DtDe& anIG);
72  }
73 }


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