lovr/src/resources
bjorn d1dc2f3199 rm pico;
Notes:

- We can actually use a single Activity.java file for oculus/pico now
- We can unconditionally compile os_android.c on Android
- No need for including extra jars in build system
- Headset rendering is guaranteed synchronous now, no need to ref L
- Add an "android flavor" build setting to differentiate between oculus
  and pico devices, since they both use OpenXR.
- Update the pico manifest to reflect their OpenXR sample
- Remove some OpenGL hacks that aren't necessary anymore
2022-03-22 16:03:21 -07:00
..
Activity.java rm pico; 2022-03-22 16:03:21 -07:00
AndroidManifest_oculus.xml Merge branch 'master' into dev 2021-12-20 17:12:39 +02:00
AndroidManifest_pico.xml rm pico; 2022-03-22 16:03:21 -07:00
AppRun Make bin directory AppImage ready 2021-04-13 11:03:57 -06:00
Info.plist v0.15.0; 2021-04-11 08:57:11 -06:00
VarelaRound.ttf Add VarelaRound; 2018-12-14 10:58:03 -08:00
appveyor.yml 64 bit nightly builds; 2021-01-08 21:26:03 -07:00
boot.lua rm pico; 2022-03-22 16:03:21 -07:00
logo.svg Make bin directory AppImage ready 2021-04-13 11:03:57 -06:00
lovr.desktop Fix AppImage lovr.desktop file 2021-06-18 15:53:31 -06:00
lovr.html Clean up WebXR; 2020-08-21 04:37:38 -06:00
lovr.icns Add macOS bundle resources; 2019-10-14 15:23:46 -07:00
lovr.ico crush ico; 2021-03-04 19:24:33 -07:00
lovr.rc Add windows icon; 2021-03-01 17:45:12 -07:00
shaders.c rm pico; 2022-03-22 16:03:21 -07:00
shaders.h Add no-op standard shader; 2019-06-20 14:21:35 -07:00
webxr.js lovr.headset.init -> lovr.headset.start; 2021-06-10 17:26:15 -06:00