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If [code]true[/code], and [member xr/openxr/view_configuration] is set to [code]Stereo with Foveated Inset[/code], and foveated inset is supported, Godot will add and configure an [OpenXRFoveatedInsetViewport] node for rendering the foveated inset.
This viewport is used for rendering our foveated inset.
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</brief_description>
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<description>
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This viewport is used for rendering our foveated inset. When foveated inset rendering is supported OpenXR will create and configure this viewport correctly and use its output. The viewport will be available after OpenXR reaches the "begun" state. You can access it by calling [code]get_tree().get_root().get_node("OpenXRFoveatedInsetViewport")[/code] at this time.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<methodname="get_xr_camera3d"qualifiers="const">
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<returntype="XRCamera3D" />
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<description>
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Returns the [XRCamera3D] node used for rendering the foveated inset.
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</description>
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</method>
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<methodname="get_xr_origin3d"qualifiers="const">
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<returntype="XROrigin3D" />
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<description>
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Returns the [XROrigin3D] node used for tracking the foveated inset. Our built-in logic handles positioning this node. It will copy the position and orientation of the [XROrigin3D] node marked as current.
Copy file name to clipboardExpand all lines: modules/openxr/extensions/openxr_extension_wrapper.h
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@@ -154,6 +154,7 @@ class OpenXRExtensionWrapper : public Object {
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virtualvoidon_main_swapchains_created(); // `on_main_swapchains_created` is called right after our main swapchains are (re)created.
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virtualvoidon_pre_draw_viewport(RID p_render_target); // `on_pre_draw_viewport` is called right before we start rendering this viewport
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virtualvoidon_post_draw_viewport(RID p_render_target); // `on_port_draw_viewport` is called right after we start rendering this viewport (note that on Vulkan draw commands may only be queued)
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virtualvoidon_post_render() {} // `on_post_render` is called right before we submit our XR viewports to the XR compositor.
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