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Fix things being culled at the edges of view on Quest 3
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2 changed files with 4 additions and 4 deletions
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@ -1930,8 +1930,8 @@ void TBXR_submitFrame()
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TBXR_updateProjections();
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//Calculate the maximum extent fov for use in culling in the engine (we won't want to cull inside this fov)
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vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleLeft)) * 180.0f / M_PI;
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vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleUp)) * 180.0f / M_PI;
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vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleRight)) * 180.0f / M_PI;
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vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleDown)) * 180.0f / M_PI;
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XrFrameEndInfo endFrameInfo = {};
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@ -1151,8 +1151,8 @@ void TBXR_submitFrame()
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TBXR_updateProjections();
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//Calculate the maximum extent fov for use in culling in the engine (we won't want to cull inside this fov)
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vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleLeft)) * 180.0f / M_PI;
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vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleUp)) * 180.0f / M_PI;
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vr.fov_x = (fabs(gAppState.Views[0].fov.angleLeft) + fabs(gAppState.Views[1].fov.angleRight)) * 180.0f / M_PI;
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vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleDown)) * 180.0f / M_PI;
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XrFrameEndInfo endFrameInfo = {};
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