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Fix jittery/bandy behaviour on VDXR and SteamLink
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2 changed files with 2 additions and 5 deletions
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@ -1848,6 +1848,7 @@ void TBXR_FrameSetup()
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VR_FrameSetup();
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//Get controller state here
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TBXR_updateProjections();
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TBXR_GetHMDOrientation();
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VR_HandleControllerInput();
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@ -1947,8 +1948,6 @@ void TBXR_submitFrame()
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return;
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}
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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.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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@ -1040,7 +1040,7 @@ void TBXR_FrameSetup()
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//Game specific frame setup stuff called here
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VR_FrameSetup();
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//Get controller state here
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TBXR_updateProjections();
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TBXR_GetHMDOrientation();
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VR_HandleControllerInput();
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@ -1148,8 +1148,6 @@ void TBXR_submitFrame()
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return;
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}
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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.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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