From Farshid Lashkari, removed redundent fusion distance calculations from computeRightEyeProjectionImplementation and
computeLeftEyeProjectionImplementation methods.
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f966ce0156
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@ -194,17 +194,6 @@ void SceneView::update()
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osg::Matrixd SceneView::computeLeftEyeProjectionImplementation(const osg::Matrixd& projection) const
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{
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double fusionDistance = _displaySettings->getScreenDistance();
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switch(_fusionDistanceMode)
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{
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case(USE_FUSION_DISTANCE_VALUE):
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fusionDistance = _fusionDistanceValue;
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break;
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case(PROPORTIONAL_TO_SCREEN_DISTANCE):
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fusionDistance *= _fusionDistanceValue;
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break;
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}
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double iod = _displaySettings->getEyeSeparation();
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double sd = _displaySettings->getScreenDistance();
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double scale_x = 1.0;
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@ -270,17 +259,6 @@ osg::Matrixd SceneView::computeLeftEyeViewImplementation(const osg::Matrixd& vie
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osg::Matrixd SceneView::computeRightEyeProjectionImplementation(const osg::Matrixd& projection) const
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{
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double fusionDistance = _displaySettings->getScreenDistance();
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switch(_fusionDistanceMode)
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{
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case(USE_FUSION_DISTANCE_VALUE):
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fusionDistance = _fusionDistanceValue;
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break;
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case(PROPORTIONAL_TO_SCREEN_DISTANCE):
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fusionDistance *= _fusionDistanceValue;
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break;
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}
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double iod = _displaySettings->getEyeSeparation();
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double sd = _displaySettings->getScreenDistance();
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double scale_x = 1.0;
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