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Use proper number of MSAA samples for headset canvas;
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@ -721,15 +721,19 @@ static ModelData* openvrControllerNewModelData(Controller* controller) {
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static void openvrRenderTo(headsetRenderCallback callback, void* userdata) {
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static void openvrRenderTo(headsetRenderCallback callback, void* userdata) {
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if (!state.isInitialized) return;
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if (!state.isInitialized) return;
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lovrGraphicsPushView();
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if (!state.canvas) {
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if (!state.canvas) {
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glBindFramebuffer(0);
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int msaa = 0;
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glGetIntegerv(GL_SAMPLES, &msaa);
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state.system->GetRecommendedRenderTargetSize(&state.renderWidth, &state.renderHeight);
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state.system->GetRecommendedRenderTargetSize(&state.renderWidth, &state.renderHeight);
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state.canvas = lovrCanvasCreate(state.renderWidth, state.renderHeight, FORMAT_RGB, CANVAS_3D, 4, true, false);
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state.canvas = lovrCanvasCreate(state.renderWidth, state.renderHeight, FORMAT_RGB, CANVAS_3D, msaa, true, false);
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}
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}
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float head[16], transform[16], projection[16];
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float head[16], transform[16], projection[16];
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float (*matrix)[4];
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float (*matrix)[4];
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lovrGraphicsPushView();
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state.isRendering = true;
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state.isRendering = true;
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state.compositor->WaitGetPoses(state.renderPoses, 16, NULL, 0);
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state.compositor->WaitGetPoses(state.renderPoses, 16, NULL, 0);
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