Fix jittery/bandy behaviour on VDXR and SteamLink

This commit is contained in:
Simon 2024-01-13 10:51:15 +00:00
parent a5d36a08a8
commit 5bf7075115
2 changed files with 2 additions and 5 deletions

View file

@ -1848,6 +1848,7 @@ void TBXR_FrameSetup()
VR_FrameSetup();
//Get controller state here
TBXR_updateProjections();
TBXR_GetHMDOrientation();
VR_HandleControllerInput();
@ -1947,8 +1948,6 @@ void TBXR_submitFrame()
return;
}
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.angleRight)) * 180.0f / M_PI;
vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleDown)) * 180.0f / M_PI;

View file

@ -1040,7 +1040,7 @@ void TBXR_FrameSetup()
//Game specific frame setup stuff called here
VR_FrameSetup();
//Get controller state here
TBXR_updateProjections();
TBXR_GetHMDOrientation();
VR_HandleControllerInput();
@ -1148,8 +1148,6 @@ void TBXR_submitFrame()
return;
}
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.angleRight)) * 180.0f / M_PI;
vr.fov_y = (fabs(gAppState.Views[0].fov.angleUp) + fabs(gAppState.Views[0].fov.angleDown)) * 180.0f / M_PI;