- rm Pass:getTallyCount. It's unclear if this reports the current tally
count, or the number of tallies in the last submit. lovr was even
getting this confused internally (fixed).
- rm tally index argument from Pass:beginTally and Pass:finishTally.
The tally index is now an autoincremented value managed internally,
and both :beginTally/:finishTally return it. If someone wants to use
their own indices, a lookup table can be used to do the mapping.
Previously the auto-target detection for plugins would only work for
targets added in the top level CMakeLists file. Now lovr will
recursively check all the subdirectories of the plugin's CMake project
for targets with shared libraries.
Also use a more clean way of auto-linking plugin targets with Lua. This
shouldn't require any changes in plugins.
The error screen uses an orthographic projection when rendered in a
window, so the text is always the same size instead of scaling with the
window size.
Also you can close it with escape.
- lovr.headset.getPassthrough returns current passthrough mode
- lovr.headset.setPassthrough sets the passthrough mode
- nil --> uses the default passthrough mode for the headset
- bool --> false = opaque, true = one of the transparent modes
- string --> explicit PassthroughMode
- lovr.headset.getPassthroughModes returns a table of supported modes
Creates a lightweight copy of a Model, for situations where a single
model needs to be rendered with multiple poses in a single frame, which
is currently not possible.
Enables automatic CPU/GPU timing for all passes. Defaults to true
when graphics debugging is active, but can be enabled/disabled manually.
When active, Pass:getStats will return submitTime and gpuTime table
keys, respectively indicating CPU time the Pass took to record and the
time the Pass took to run on the GPU. These have a delay of a few
frames.
This doesn't include a way to get "global" timing info for a submit.
This information would be useful because it doesn't require lovrrs to
sum all the timing info for all the passes and it would include other
work like transfers, synchronization, and CPU waits. However, this is
more challenging to implement under the current architecture and will be
deferred to later. Even if this were added, these per-pass timings will
remain useful.
- Make sure to reset barriers for compute/canvas resources too
- Delay stream ending so OpenXR layout transitions actually go in an
active command buffer.