diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2019-11-06 23:44:01 +0300 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2019-11-06 23:48:09 +0300 |
commit | 85637311c28f49b55286d3287d4c7cefbcbca18a (patch) | |
tree | 0c3b14fa1bd44b8fa70a89294b00a4924abb2939 /source/blender | |
parent | 5abd006c78597f4d3a87e04ca63c1cca367c10bd (diff) |
Viewport: Fix stereo 3d camera framings when pivot is not center
As reported by Clément Foucault. This is a small thing but since we
are refactoring the draw manager for the next blender is nice to
have it fully working before the refactor for comparison.
Note: Camera volume and render were both fine, the camera frame is the
one thing that was not working.
Also in toe-in the convergence plane is always facing the original
camera orientation. It is a known small annoyance.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/modes/object_mode.c | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index fe17019a5b5..781c7e6a488 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -2099,7 +2099,8 @@ static void camera_view3d_stereoscopy_display_extra(OBJECT_ShadingGroupList *sgl if (cam->stereo.convergence_mode == CAM_S3D_OFFAXIS) { const float shift_x = ((BKE_camera_multiview_shift_x(&scene->r, ob, viewnames[eye]) - cam->shiftx) * - (drawsize * scale[0] * fac)); + (drawsize * scale[0] * fac)) * + (cam->stereo.pivot == CAM_S3D_PIVOT_CENTER ? 1.0f : 2.0f); for (int i = 0; i < 4; i++) { cam->runtime.drw_corners[eye][i][0] += shift_x; |