{"push_id":647263725,"size":1,"distinct_size":1,"ref":"refs/heads/master","head":"b7e82e3c2994faa7eda96e98878985a091ff41f8","before":"19c2a4b244701bc81a96eeccec5be0baa458e61a","commits":[{"sha":"b7e82e3c2994faa7eda96e98878985a091ff41f8","author":{"email":"e0bd417893f31c4ebbf49808e9b33016b11bdee8@gmail.com","name":"Dalai Felinto"},"message":"Fix culling\n\nThe previous method of defining the opengl drawing matrices wasn't\ntaking the camera frustum culling into consideration.\n\nThis solution requires an updated Blender since Blender 2.74 doesn't\nsupport scene.pre_draw_setup[] callbacks.\n\nWe now change the active camera's transformations in the\npre_draw_setup() callback, and re-set it back in pre_draw().\n\nThis method works with split screen, oculus, console, ...\n\nA few things I learned along the way:\n\n* camera.worldTransform is not reliable, stay away from it and use\nworldPosition and worldOrientation instead.\n\n* camera viewport isn't fully supported when it comes to side-by-side\nstereo and screen shaders (i.e., 2D Filters).","distinct":true,"url":"https://api.github.com/repos/BlenderVR/source/commits/b7e82e3c2994faa7eda96e98878985a091ff41f8"}]}