mirror of https://github.com/bjornbytes/lovr.git
Back out state.offset change in oculus
This makes rendering work correctly again, but now most likely state.offset does not work right.
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@ -375,7 +375,7 @@ static void oculusRenderTo(void (*callback)(void*), void* userdata) {
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mat4_identity(transform);
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mat4_rotateQuat(transform, orient);
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transform[12] = -(transform[0] * pos[0] + transform[4] * pos[1] + transform[8] * pos[2]);
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transform[13] = -(transform[1] * pos[0] + transform[5] * pos[1] + transform[9] * pos[2] + state.offset);
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transform[13] = -(transform[1] * pos[0] + transform[5] * pos[1] + transform[9] * pos[2]);
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transform[14] = -(transform[2] * pos[0] + transform[6] * pos[1] + transform[10] * pos[2]);
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ovrMatrix4f projection = ovrMatrix4f_Projection(desc.DefaultEyeFov[eye], state.clipNear, state.clipFar, ovrProjection_ClipRangeOpenGL);
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