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in case anyone interested in openXR
I just want to mention I made some work (last summer) on reusing the code from vkxml2pas in order to build a xrxml2pas
(I made it this way because xml definition files are very similar between openXR and Vulkan )
I just tried the resulting unit (openxr.pas) with success during christmas vacation with an oculus quest 2 and airlink
( oculus has an openxr runtime working with opengl on windows (for both 32 and 64 bits platforms ))
First of all, sorry that I've only just noticed now. I am currently working with others on two commercial games that use PasVulkan, where I am currently working a lot on PasVulkan to implement engine features required for these games, where I have more or less faded out everything else at the moment so as not to fall apart under the pressure. But I'll have a look at it later, when the stress will hopefully be less.
in case anyone interested in openXR
I just want to mention I made some work (last summer) on reusing the code from vkxml2pas in order to build a xrxml2pas
(I made it this way because xml definition files are very similar between openXR and Vulkan )
I just tried the resulting unit (openxr.pas) with success during christmas vacation with an oculus quest 2 and airlink
( oculus has an openxr runtime working with opengl on windows (for both 32 and 64 bits platforms ))
the branch with the files is here :
https://github.com/ddem43/pasvulkan/commits/openxr
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