Mika

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Some initial thoughts about the requirements for each component in the above sequence diagram.   | Needed by App | Needed by WGPU | Needed by GFX | Needed by...

Just created a pull request (#6669), but turns out there was already an unlinked one: #6129

In case someone would like to continue this, I have some barebones/testing code available. Should probably push it to separate branch.

I've got the same error as @Dimous Tried enabling backtrace (by setting `std::env::set_var("RUST_BACKTRACE", "full");` to `main()` beginning), but probably because of https://github.com/rust-windowing/android-ndk-rs/issues/101 the backtrace is not too helpful: ``` 01-23...

I've been investigating the ERROR_SURFACE_LOST_KHR further. It seems that the `ndk_glue::poll_events()` part mentioned above is already handled by `bevy_winit` crate which relies on `winit` crate. Relevant code path: `bevy_winit/src/lib.rs::winit_runner_with` ##...

Linking to #2432 (lifecycle API), which could help driving Android support forward too. Same challenges also in IOS (see #2296)

I've created a proof-of-concept (but functional) Bevy - OpenXR that works on Oculus Quest 2 and most probably on PC with Monado as well. See https://github.com/blaind/xrbevy.

Now that #36 might be fixed, using commit https://github.com/rustasync/surf/commit/13485cb398799d5838bbd604463f18a4f4848fd4 the reading works for longer (a few seconds), but still crashes. Using ``reader.read_exact(&mut buf)`` is a bit better - crash after...

Thank you for the pull request! Added two comments, otherwise looks good to me

There was a lengthy debug and discussion in Bevy #xr channel. At least in Oculus Quest, the performance with pointlight & shadows is still remarkably low (~60 fps with a...