Fix things being culled at the edges of view on Quest 3

This commit is contained in:
Simon 2023-11-18 11:09:26 +00:00
parent 283c994bdd
commit 3cec1ae469
2 changed files with 4 additions and 4 deletions

View file

@ -1930,8 +1930,8 @@ void TBXR_submitFrame()
TBXR_updateProjections();
//Calculate the maximum extent fov for use in culling in the engine (we won't want to cull inside this fov)
vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleLeft)) * 180.0f / M_PI;
vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleUp)) * 180.0f / M_PI;
vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleRight)) * 180.0f / M_PI;
vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleDown)) * 180.0f / M_PI;
XrFrameEndInfo endFrameInfo = {};

View file

@ -1151,8 +1151,8 @@ void TBXR_submitFrame()
TBXR_updateProjections();
//Calculate the maximum extent fov for use in culling in the engine (we won't want to cull inside this fov)
vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleLeft)) * 180.0f / M_PI;
vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleUp)) * 180.0f / M_PI;
vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleRight)) * 180.0f / M_PI;
vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleDown)) * 180.0f / M_PI;
XrFrameEndInfo endFrameInfo = {};