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godot.patch
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diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp
index 02cd448897..2827def580 100644
--- a/servers/visual/visual_server_viewport.cpp
+++ b/servers/visual/visual_server_viewport.cpp
@@ -292,7 +292,7 @@ void VisualServerViewport::draw_viewports() {
// In ARVR mode it is our interface that controls our size
if (arvr_interface.is_valid()) {
// override our size, make sure it matches our required size
- vp->size = arvr_interface->get_render_targetsize();
+ //vp->size = arvr_interface->get_render_targetsize();
} else {
// reset this, we can't render the output without a valid interface (this will likely be so when we're in the editor)
vp->size = Vector2(0, 0);
@@ -325,7 +325,7 @@ void VisualServerViewport::draw_viewports() {
arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
// render right eye
- if (leftOrMono == ARVRInterface::EYE_LEFT) {
+ /*if (leftOrMono == ARVRInterface::EYE_LEFT) {
// check for an external texture destination for our right eye
VSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT), arvr_interface->get_external_depth_for_eye(ARVRInterface::EYE_RIGHT));
@@ -334,7 +334,7 @@ void VisualServerViewport::draw_viewports() {
_draw_viewport(vp, ARVRInterface::EYE_RIGHT);
arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
- }
+ }*/
// and for our frame timing, mark when we've finished committing our eyes
ARVRServer::get_singleton()->_mark_commit();