stb_image's vertical flip flag was not thread safe in the version
of stb_image we were using. We patched stb_image to use a thread
local variable for the flag. stb_image has since been upgraded to
expose a thread local version of the flag, so our patch is no longer
necessary after upgrading.
The CMake flag to enable the thread local patch did not make very much
sense because thread local stuff is unconditionally used elsewhere.
This prints a warning but it's nice to not build the luajit executable.
Ideally the target would not be created at all but the CMakeLists we
are using does not expose this as an option.
This is congruent with the vanilla Lua build options.
- Make the renderloop synchronous by hijacking the RAF to run on the
XRSession when active.
- Convert os_web to use emscripten's native HTML5 interface instead
of going through GLFW.
- Stop using preinitialized GL context -- lovrPlatformCreateWindow
now creates the context.
- GLES2/3 emulation is not necessary.
- Remove inline sessions. The VR simulator is used to render to the
Canvas instead. webxr_attach and webxr_detach are used to replace
replace the active headset driver with the webxr driver when an
immersive session starts.
- Add noop desktop_getSkeleton.
* lovrPlatformGetBundlePath was missing the root argument
* ANDROID_SDK can't be assumed to be the parent of the ndk folder, in case it's a side-by-side installation of the NDK. Instead, ANDROID_SDK should be provided with -D
* One more thing we could mention in the docs that I ran into: Installing java with apt gave me an incompatible version. It worked better to just -DJAVA_HOME= to the java that comes with Android studio (/snap/android-studio/91/android-studio/jre on ubuntu).
Add entrypoints, headset backend code, fill in the Activity, and
add various special cases to account for the asynchronous render loop,
lack of sRGB support, and OpenGL state resets.