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If [code]true[/code] and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on [member xr/openxr/foveation_level].
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[b]Note:[/b] Only works on the Compatibility rendering method.
[b]Note:[/b] Only works on the Compatibility rendering method. On platforms other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is enabled, this feature will be disabled.
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[b]Note:[/b] On platforms other than Android, if [member rendering/anti_aliasing/quality/msaa_3d] is enabled, this feature will be disabled.
Alpha blend mode. This is typically used for AR or VR devices with passthrough capabilities. The alpha channel controls how much of the passthrough is visible. Alpha of 0.0 means the passthrough is visible and this pixel works in ADDITIVE mode. Alpha of 1.0 means that the passthrough is not visible and this pixel works in OPAQUE mode.
Copy file name to clipboardExpand all lines: modules/openxr/extensions/openxr_extension_wrapper.h
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@@ -192,4 +192,5 @@ class OpenXRGraphicsExtensionWrapper : public OpenXRExtensionWrapper {
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virtualvoidcleanup_swapchain_graphics_data(void **p_swapchain_graphics_data) = 0; // `cleanup_swapchain_graphics_data` cleans up the data held in our implementation dependent data structure and should free up its memory.
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virtualboolcreate_projection_fov(const XrFovf p_fov, double p_z_near, double p_z_far, Projection &r_camera_matrix) = 0; // `create_projection_fov` creates a proper projection matrix based on asymmetric FOV data provided by OpenXR.
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virtual RID get_texture(void *p_swapchain_graphics_data, int p_image_index) = 0; // `get_texture` returns a Godot texture RID for the current active texture in our swapchain.
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virtual RID get_density_map(void *p_swapchain_graphics_data, int p_image_index) = 0; // `get_density_map` returns a Godot texture RID for the current active density map in our swapchain (if any).
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