Files
astromaddie--lambda1-vr/Projects
Madison 571fed0ef5 Frame: the menu laser, always on top of the screen
The menu cursor was worked out from the controller's angles, not from
where its ray meets the screen, and no beam was drawn. Now the ray from the
weapon hand's aim pose (aim/pose, -z, the runtime's own pointing ray, not
the grip) is cast against the flat screen quad, and the cursor is where it
lands. A beam from the controller to that point, and a dot where it meets
the panel, are quad layers of their own, submitted after the screen, so
SteamVR draws them over it and nothing in the eye image (or the HUD, or
the world) can cover them. They show only while the screen is up and the
hand is tracked. The beam is a thin quad turned about its axis to face the
eye; the little swapchain behind both is one flat colour.

Frame build only. Builds, haven't had it in the headset yet.
2026-10-04 23:34:56 +09:00
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