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4ee092e81b
It uses newPass instead of getPass. Temporary objects had lifetime issues that were nearly impossible to solve. And normal objects are easier to understand because they behave like all other LÖVR objects. However, Pass commands are not retained from frame to frame. Pass objects must be re-recorded before every submit, and must be reset before being recorded again. Pass objects now provide a natural place for render-pass-related info like clears and texture handles. They also allow more information to be precomputed which should reduce overhead a bit. It is now possible to request a stencil buffer and antialiasing on the window and headset textures, via conf.lua. lovr.graphics.setBackground should instead set the clear color on the window pass. Though we're still going to try to do spherical harmonics in some capacity. There are still major issues with OpenXR that are going to be ironed out, and the desktop driver hasn't been converted over to the new headset Pass system yet. So lovr.headset integration is a bit WIP. |
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.. | ||
shaders | ||
Activity.java | ||
AndroidManifest_oculus.xml | ||
AndroidManifest_pico.xml | ||
AppRun | ||
appveyor.yml | ||
boot.lua | ||
Info.plist | ||
logo.svg | ||
lovr.desktop | ||
lovr.html | ||
lovr.icns | ||
lovr.ico | ||
lovr.rc | ||
monkey.glb | ||
monkey.h | ||
monkeycrush.lua | ||
nogame.lua | ||
shaders.h | ||
VarelaRound.ttf | ||
webxr.js |