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Goals
- Expose the view/projection matrices for headsets.
- Support an arbitrary number of views (e.g. 6-view CAVE, 4-view foveated, 1-view AR).
Details
- A view is a regular pose (3-float p…
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Currently all of the graphics calls operate through the Lua CAPI. However, LuaJIT can't trace compile calls involving the Lua CAPI, which comes with a large performance cost. Using the FFI permits JIT…
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Angles are just documented as "an angle." Some experimentation reveals that they are angles in radians—in my opinion it would be good to always say "an angle in radians" in the documentation.
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I know Bjorn is aware of this; I'm making this issue to track it, and somewhere to keep research for whoever investigates it.
On VIsual Studio 2019 using "open folder" CMake mode, and master as of…
nevyn updated
4 years ago
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So far my experience working with multiview shaders, I have to solve two problems.
One, multiview render targets can be of two different types, so if you want to sample them you are forced to write…
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Right now `lovr.graphics.present` is in `lovr.draw` but that's what renders to the headset, not the window. The stuff rendered to the window happens later, after the present. Does this mean that the…
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Hello!
I just wanted to give this a try, but the only thing I get running is the no game screen.
I've downloaded the mac binary from the website and tried to run the hello world, just like I would w…
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On Android (Oculus Quest), I get a hard crash when my shader fails to compile instead of seeing a LÖVR error message.
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I loaded a glTF from Adobe Animate into LÖVE. It was fine on https://gltf-viewer.donmccurdy.com but hardly seen with LÖVE using Animation sample with Scene_1.glb. What is wrong with the code?
```lu…
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Add buttons to the error screen to make it suck less:
- Restart
- View Docs (in browser)
- File an Issue (in browser)
These can be selected with the mouse, controllers (either laser pointer or…