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Fix XR rendering in 'opengl3' driver and expose true size via the Viewport node #65800

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merged 1 commit into from
Sep 16, 2022

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dsnopek
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@dsnopek dsnopek commented Sep 14, 2022

This PR supercedes #65524 which superceded PR #64513

Yesterday, @BastiaanOlij and I had a call, and decided to return to the same basic approach as PR #64513, but adding in the improvements to Viewport nodes when using XR from PR #65524

It does 3 things:

I've tested this with the 'opengl3' renderer outside of XR, and in XR with both the MobileVRInterface and WebXRInterface (needs PR #64514 on top of this one), as well as with the mobile vulkan renderer in XR with the OpenXRInterface (Oculus Link with a Quest 2). Everything seemed to work fine!

Fixing this bug is necessary to start getting WebXR working again on Godot 4

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This to me looks great

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Do note that the OpenGL3 driver doesn't have multiview/stereoscopic support yet, that's probably the next thing we will need to look into before we can make WebXR actually work.

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dsnopek commented Sep 15, 2022

Well, WebXR also supports smartphone AR, which isn't stereoscopic! So, it's still worth to fix up WebXR, even without stereo. But, yes, we'll need stereo for VR!

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I'd like to run through a test or two before we merge this just in case we overlooked something, but won't have time for that today sadly, but I will by the weekend.

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The changes seem fine to me. If Bastiaan tests and is happy with the result then its good to merge

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As far as I can tell this is working fine so I think we can merge this :)

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Great work! Thank you

@clayjohn clayjohn merged commit 95df3e7 into godotengine:master Sep 16, 2022
@dsnopek dsnopek deleted the xr-resize-viewport-3 branch July 22, 2024 15:24
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3 participants