Christoph Haag
Christoph Haag
New problem: A call to `get_tree().get_root().set_transparent_background(true)` or `get_tree().get_root().set_transparent_background(false)` breaks VR rendering, produces weird flickering of wrong/old textures.
godot_openxr should compile and work on ARM already, however to use it you do need an OpenXR runtime that runs on the respective graphics stack. The Monado OpenXR runtime does...
Sounds good to me > note we do not include ; after } if not needed. wouldn't that give an undesired compiler warning anyway?
No real reason, just for experiments because I wasn't sure what's really needed. A complete copy of the demo is probably overkill. It's a separate commit, easy to drop.
Vive Focus 3 has OpenXR support via official khronos loader by now btw.
On linux the openxr loader (libopenxr_loader.so.1, part of the OpenXR SDK from Khronos) is not included in the godot_openxr plugin, it needs to be otherwise installed on the system. (Just...
This method was not immediately obvious from the CMakeList.txt but it works. Thanks.
Updated to make it compile with OpenCV4: https://github.com/ChristophHaag/OSVR-Core/commit/f693399b1d7cb28b34c767c8aa78c4ec6c1a7ce3 I have not tested running this, I mostly just used the suggestions from my IDE. I haven't cared to test whether the...
I don't know about conventions either, but is there ar problem simply installing the rule file to `/usr/lib/udev/rules.d/`? Isn't that the default path on all distributions that use udev? Edit:...
I haven't tested for a while but it should still work fine. I just mean I (or someone else) should probably look over it. For example b5ec8e8ed2c1debc0baaef7ab134c2f8c5c262d4 is something that...