void initGl() { RiftGlfwApp::initGl(); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); quadGeometry = GlUtils::getQuadGeometry(); // Generate the lookup textures and load the scene textures for_each_eye([&](StereoEye eye) { GlUtils::getImageAsTexture(sceneTextures[eye], SCENE_IMAGES[eye]); createLookupTexture(lookupTextures[eye], eye); }); }
void initGl() { RiftGlfwApp::initGl(); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glClearColor(0.1f, 0.1f, 0.1f, 1.0f); quadGeometry = GlUtils::getQuadGeometry(); // Generate the lookup textures and load the scene textures for (int eyeIndex = 0; eyeIndex < 2; ++eyeIndex) { GlUtils::getImageAsTexture(sceneTextures[eyeIndex], SCENE_IMAGES[eyeIndex]); createLookupTexture(lookupTextures[eyeIndex], eyeIndex); } }