Open hammerandtongs opened 3 years ago
I'm guessing at least part of this is debian mingw lacking the openxr bits?
https://github.com/msys2/MINGW-packages/tree/master/mingw-w64-openxr
I think the scons script is probably missing a few key things for mingw. I personally don't use it so I can't set it up properly and test if it works.
If you compare the SConstruct files for the OpenVR and OpenXR plugins and compare the settings when use_llvm=yes
you'll probably find some differences. Feel free to test and submit a PR :)
Someone assumed in a build script that Win32 implies MSVC - -EHsc
, -W3
, and -GR
are all msvc flags. That's what caused your first build problem. The second one, where you forced LLVM, didn't have that but you're missing the openGL header on Windows. Typically on Windows you use an OpenGL wrapper like glad (which I see mentioned) instead of <GL/gl.h>
because the standard Windows version of that header is GL 1.1.
That's amazing that there's a MinGW/MSYS2 package for the OpenXR loader and such, I did not expect that. You should probaby be able to just build against the binaries if you like, or build against the source of the loader as well. (It looks like that's actually just fine already based on your compile line.)
If you can give easy repro instructions I can try to help more.
ie I'm trying to avoid making a windows build environment :fearful:
Exporting the openvr demo via mingw-w64 via linux godot worked well (thanks!).
When trying to build openxr the godot-cpp scons build works.
But the openxr scons build fails
or
gl.h is available at /usr/x86_64-w64-mingw32/include/GL/gl.h
Is there a performance advantage to openxr? I'm likely to be an early adopter of godot 4.0 alpha and/or may move the build target to linux at some point (worse videocard atm). Advice?
Openvr was a bit a janky even with a very high end system but I haven't made any efforts to investigate yet.