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## Describe the bug
While playing with the new feature while working on other MRGT issues, I encountered a problem with the screen of the magnifier function flipping upside down on the actual HoloL…
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I decided to test Propagation VR with your application running, and it didn't change the resolution at all, even when increasing graphics settings to the maximum. UE4 handles resolution scaling stuffs…
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Thanks for author's project. When i try to follow the steps to put the .dll and .winmd into my unity project, it didn't show the depth camera view in hololens.
My hololens just show the view that …
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We should look into changing the type of `normDepthBufferFromNormView` since it can be a non-rigid transform - rigid transforms cannot apply scaling, and this is what can be performed by this transfor…
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When you construct an application that uses a single `XrSwapchain` with two array layers, one for each eye, SteamVR will emit a Vulkan validation error with every frame (provided validation layers are…
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# Compatibility Report
- Name of the game with compatibility issues: EVERSLAUGHT
- Steam AppID of the game: 1530750
## System Information
- GPU: AMD RX 6800 XT
- Driver/LLVM version: mesa 21.1.…
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## Description
When I updated my existing application from SK 0.3.8 to 0.3.9 the UI.Input stopped working as it has previously worked. In the emulator all works as expected, but in the HoloLens 2 key…
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It looks like this uses SteamVR. I might try to switch it to OpenXR, or use it as a reference for implementing desktop capture for my own use if you don't mind that. I'm used to using the PSVR with Wi…
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https://github.com/DeanoC/tiny_ktx
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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…