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Hi,
sorry if this is a dumb question, I am pretty new to cross-platform building with Rust.
I have tried building and running the `example/android` app for Quest3 using `x run --device [...] --rel…
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Hello, got a bit of an issue hope you guys could help with.
Got the following setup between multiple users and systems we'd like to report:
We're using Monado as an OpenXR runtime which is paired …
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I replaced 0.2.3, which works well, with 0.2.4 and no matter what I do, I don't get a "picture" with the OpenXRCapture. If I revert to the previous version, everything is fine again. I installed the f…
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The generated builders zero out all fields other than `ty` when created.
Some structures aren't valid with zeroed out fields, but they can be submitted to functions anyway.
Some examples:
- `XrComp…
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I am using Open Brush with my Pico 4 VR headset and have noticed that the AR mode is not functioning correctly. When attempting to enable the Passthrough mode, I only see a black screen instead of the…
RedXi updated
2 months ago
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### Tested versions
4.0, 4.1 and 4.2.2
### System information
Windows 11 - Godot v.4.2.2 - NVIDIA GeForce RTX 3060 Laptop GPU -
### Issue description
When I create or open a project ma…
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tl;dr: Things will eventually move to OpenXR but OpenVR might work better for now. In theory DCS World Beta has OpenXR support. This ticket is to track progress of DCS World OpenXR support on Linux.
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Right now we only pass gl::COLOR_BUFFER as the mask argument for blit_framebuffer to copy the texture data from the webgl texture to the d3d texture. Would including gl::DEPTH_BUFFER as well enable be…
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The current text has only this to say regarding color spaces:
> Rendering operations involving composition of submitted layers should be assumed to be internally performed by the runtime in linear …
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VUID-VkRenderPassBeginInfo-framebuffer-04627 states:
> If framebuffer was created with a VkFramebufferCreateInfo::flags value that included VK_FRAMEBUFFER_CREATE_IMAGELESS_BIT, each element of the …