mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-22 04:01:33 +00:00
Fix jittery/bandy behaviour on VDXR and SteamLink
This commit is contained in:
parent
a5d36a08a8
commit
5bf7075115
2 changed files with 2 additions and 5 deletions
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue