setCustomEyeProjection

actual fun setCustomEyeProjection(projection: DoubleArray, count: Int, projectionForCulling: DoubleArray, near: Double, far: Double)

Set custom projection matrices for stereoscopic rendering (each eye can have different projection).

All projection matrices must define NDC as -1, 1 on all axes (OpenGL convention). The projectionForCulling matrix must encompass the frustums of all eyes. Call with all eye projections simultaneously.

Parameters

projection

Array of projection matrices (one per eye)

count

Size of projection array (must be >= stereoscopicEyeCount)

projectionForCulling

Unified culling frustum encompassing all eyes

near

Distance to near plane in world units

far

Distance to far plane in world units (!= near)

expect fun setCustomEyeProjection(projection: DoubleArray, count: Int, projectionForCulling: DoubleArray, near: Double, far: Double)

Set custom projection matrices for stereoscopic rendering (each eye can have different projection).

All projection matrices must define NDC as -1, 1 on all axes (OpenGL convention). The projectionForCulling matrix must encompass the frustums of all eyes. Call with all eye projections simultaneously.

Parameters

projection

Array of projection matrices (one per eye)

count

Size of projection array (must be >= stereoscopicEyeCount)

projectionForCulling

Unified culling frustum encompassing all eyes

near

Distance to near plane in world units

far

Distance to far plane in world units (!= near)

actual fun setCustomEyeProjection(projection: DoubleArray, count: Int, projectionForCulling: DoubleArray, near: Double, far: Double)

Set custom projection matrices for stereoscopic rendering (each eye can have different projection).

All projection matrices must define NDC as -1, 1 on all axes (OpenGL convention). The projectionForCulling matrix must encompass the frustums of all eyes. Call with all eye projections simultaneously.

Parameters

projection

Array of projection matrices (one per eye)

count

Size of projection array (must be >= stereoscopicEyeCount)

projectionForCulling

Unified culling frustum encompassing all eyes

near

Distance to near plane in world units

far

Distance to far plane in world units (!= near)

actual fun setCustomEyeProjection(projection: DoubleArray, count: Int, projectionForCulling: DoubleArray, near: Double, far: Double)

Set custom projection matrices for stereoscopic rendering (each eye can have different projection).

All projection matrices must define NDC as -1, 1 on all axes (OpenGL convention). The projectionForCulling matrix must encompass the frustums of all eyes. Call with all eye projections simultaneously.

Parameters

projection

Array of projection matrices (one per eye)

count

Size of projection array (must be >= stereoscopicEyeCount)

projectionForCulling

Unified culling frustum encompassing all eyes

near

Distance to near plane in world units

far

Distance to far plane in world units (!= near)

actual fun setCustomEyeProjection(projection: DoubleArray, count: Int, projectionForCulling: DoubleArray, near: Double, far: Double)

Set custom projection matrices for stereoscopic rendering (each eye can have different projection).

All projection matrices must define NDC as -1, 1 on all axes (OpenGL convention). The projectionForCulling matrix must encompass the frustums of all eyes. Call with all eye projections simultaneously.

Parameters

projection

Array of projection matrices (one per eye)

count

Size of projection array (must be >= stereoscopicEyeCount)

projectionForCulling

Unified culling frustum encompassing all eyes

near

Distance to near plane in world units

far

Distance to far plane in world units (!= near)