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Runs on a Meta Quest 3 in stereo at the headset's native 1680x1760 per eye, with the world tracking head movement in six degrees of freedom. The session binds to the EGL context SDL already created rather than a private one, so there is a single GL context and the renderer needs no thread or context juggling. Each eye is rendered into an OpenXR swapchain image by substituting the framebuffer the renderer treats as the screen, which leaves the whole render path untouched. Exactly two eye passes per frame; there is deliberately no third pass to produce a flat image. The session and its swapchains belong to the GL context they were made with, so they are torn down and rebuilt around the renderer restarts the engine performs. Menus, the loading screen and cinematics go on a quad layer fixed in the room, placed once in front of wherever the player is facing. Drawing screen space content into both eyes instead gives it no stereo disparity while each eye still warps it through its own asymmetric frustum, and the result cannot be fused. The panel is drawn into one persistent buffer that is then copied into the swapchain image: a swapchain rotates through several images, and the engine's 2D path expects the screen to still hold what it drew last frame. Head tracking: - The per-eye asymmetric frustum from xrLocateViews feeds R_SetupProjection directly. A symmetric approximation misaligns the two images by a few degrees, which the eyes cannot fuse. - The pose is applied in RE_RenderScene, so it follows every camera the game has - the player's, cutscenes, ladders, death animations - without each needing to know about VR. - Orientation is carried as axes rather than pitch/yaw/roll, and composed with the game's heading as a rotation. Adding Euler angles only works while pitch and roll are near zero and turns every head movement into a twist once they are not. - Position is measured from where the head was when tracking started, so the game keeps supplying eye height and the headset contributes only leaning, ducking and stepping. The initial heading is subtracted too, or the play space's arbitrary forward is added to the character's and the player spawns facing the wrong way. The controllers point at the panel and click: the aim ray is intersected with the quad and the hit becomes the engine's cursor position, so the menus behave as they always did. The renderer's own framebuffer objects stay off on Android. Each eye is already a swapchain image, so routing through tr.renderFbo first would cost a second full resolution pass and resolve per eye for nothing. Known gaps: head orientation does not yet reach the player's view angles, so the game does not know where the player is looking; and there is no controller model or pointer ray. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>