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Submitted layers with uvs sometimes gives offseted results in IVRDriverDirectModeComponent
Can the uv coordinates given in SubmitLayerPerEye_t struct be incorrect sometimes?
I am using the uv bounds provided by the SubmitLayerPerEye_t struct and using them directly inside my shader. This works %99 time but there are some occasions where I see the image offsets to one of the bottom corners of the screen due to given uv bounds somewhat improperly offseted.
Are there some requirements that I am not aware of ?