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| uint8_t* EyeBuffer[2]; // raw per-eye data; | |
| void onIdle() { | |
| HmdFrameTiming = ovrHmd_BeginFrame(Hmd, 0); | |
| // ...normal frame management from OculusWorldDemoApp::OnIdle goes here.. | |
| // ...and then immediately before you EndFrame: | |
| // just transfer directly onto the eye textures |
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