Files
astromaddie--lambda1-vr/Projects/Android
Madison 02e68f7916 Frame: draw each eye from the runtime's eye pose
The engine moves each eye a fixed 65 mm times vr_worldscale along the
side and draws both with the head's rotation, and the layer was
submitted with the head's pose for both views. On the Frame the runtime
says where each eye is and which way it points, so use that:

- the world is drawn from each eye's position in head space, scaled by
  vr_worldscale, with the eye's turn relative to the head if it has one
- each projection view is submitted with that eye's pose (the head's
  placed in the stage, then the eye's in the head), from the same
  predicted time the render used
- the mono eyes of a scope and the flat screen layer keep drawing from
  one point, as before

The eye maths is in VrEyeMath.c, which has no engine or OpenXR types
so it can be tested on the host. Frame build only.

Builds. Haven't had it in the headset yet.
2026-10-04 21:06:51 +09:00
..
2019-08-05 18:39:26 +01:00
2025-10-15 22:28:55 +01:00
2025-10-15 22:28:55 +01:00