/// The screen space viewport that the camera for the specified eye should render into. /// In the _Distorted_ case, this will be either the left or right half of the `StereoScreen` /// render texture. In the _Undistorted_ case, it refers to the actual rectangle on the /// screen that the eye can see. public Rect Viewport(Eye eye, Distortion distortion = Distortion.Distorted) { return(device.GetViewport(eye, distortion)); }
/// The screen space viewport that the camera for the specified eye should render into. /// In the _Distorted_ case, this will be either the left or right half of the `StereoScreen` /// render texture. In the _Undistorted_ case, it refers to the actual rectangle on the /// screen that the eye can see. public Rect Viewport(Eye eye, Distortion distortion = Distortion.Distorted) { return(device.GetViewport((GvrViewerInternal.Eye)eye, (GvrViewerInternal.Distortion)distortion)); }