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-rw-r--r--src/main.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/src/main.cpp b/src/main.cpp
index e12c147..fc75397 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -281,6 +281,8 @@ private: // X compositor
bool stretch = true;
bool cursor_wrap = true;
bool free_camera = false;
+ bool reduce_flicker = false;
+ double reduce_flicker_counter = 0.0;
GLuint arrow_image_texture_id = 0;
int arrow_image_width = 1;
@@ -397,6 +399,7 @@ static void usage() {
fprintf(stderr, " --no-cursor-wrap If this option is set, then the cursor position in the vr view will match the the real cursor position inside the window\n");
fprintf(stderr, " --follow-focused If this option is set, then the selected window will be the focused window. vr-video-player will automatically update when the focused window changes. Either this option or window_id should be used\n");
fprintf(stderr, " --free-camera If this option is set, then the camera wont follow your position. This option is only applicable when not using --sphere or --sphere360\n");
+ fprintf(stderr, " --reduce-flicker A hack to reduce flickering in low resolution text when the headset is not moving by moving the window around quickly by a few pixels\n");
fprintf(stderr, " window_id The X11 window id of the window to view in vr. This option or --follow-focused is required\n");
fprintf(stderr, "\n");
fprintf(stderr, "EXAMPLES\n");
@@ -425,7 +428,7 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
, m_bVerbose( false )
, m_bPerf( false )
, m_bVblank( false )
- , m_bGlFinishHack( true )
+ , m_bGlFinishHack( false )
, m_glControllerVertBuffer( 0 )
, m_unControllerVAO( 0 )
, m_unSceneVAO( 0 )
@@ -528,6 +531,8 @@ CMainApplication::CMainApplication( int argc, char *argv[] )
follow_focused = true;
} else if(strcmp(argv[i], "--free-camera") == 0) {
free_camera = true;
+ } else if(strcmp(argv[i], "--reduce-flicker") == 0) {
+ reduce_flicker = true;
} else if(argv[i][0] == '-') {
fprintf(stderr, "Invalid flag: %s\n", argv[i]);
usage();
@@ -2314,6 +2319,11 @@ glm::mat4 CMainApplication::GetCurrentViewProjectionMatrix( vr::Hmd_Eye nEye )
//memcpy(&m_mat4HMDPose[0], &pp[0], sizeof(pp));
glm::mat4 hmd_pose = m_mat4HMDPose;
hmd_pose = glm::translate(hmd_pose, hmd_pos);
+ if(reduce_flicker) {
+ hmd_pose = glm::rotate(hmd_pose, (float)(cos(reduce_flicker_counter)*0.0005), glm::vec3(0.0f, 1.0f, 0.0f));
+ hmd_pose = glm::rotate(hmd_pose, (float)(sin(reduce_flicker_counter)*0.0005), glm::vec3(1.0f, 0.0f, 0.0f));
+ reduce_flicker_counter += 1.0;
+ }
hmd_pose = hmd_pose * mat4_cast(m_reset_rotation);
if( nEye == vr::Eye_Left )
{