Vivecraft third-person / MR mode not compatible
Johni0702 opened this issue ยท 2 comments
Low priority continuation of #122
These need additional handling:
- ViewRenderManager needs to support depth buffers so the alpha mask can be generated
- There's something special with third-person mode that needs researching. It seems to partially by-pass our view/model matrix overwrites.
- BP's occlusion culling gets confused when there are multiple (external, i.e. multiple calls the
EntityRenderer.updateCameraAndRender
) render passes with significantly different views because it thinks those are for different frames (if I'm not mistaken, you can actually still reproduce this by having a portal only be visible in one eye)
Until then, portals are disabled for the third-person pass (ref).
So for clarification, the "first person" render pass (which is still a third render pass, just from the center HMD perspective) works, correct?
So for clarification, the "first person" render pass (which is still a third render pass, just from the center HMD perspective) works, correct?
Yes (at least at time of issue creation, haven't tested since).
There should be no issue with a third render pass (or really any number of render passes), it's just the depth buffer and third-person offset which aren't working yet (the latter being why I completely disabled BP's rendering during the third-person pass for now).
Edit: Reading one of my comments at the time, there's also an issue with BP's occlusion culling which I forgot to list in the above issue (just added it), that's another reason why BP's rendering is disabled during the third-person pass.