Comments (4)
Two approaches I'm deciding between.
- Flexible.
lovr.headset.getHiddenAreaMesh
returns a Mesh and you can do whatever you want with it (render to stencil buffer, depth buffer for z prepass, custom hit tests, etc.). - Fixed. There's just a conf.lua flag or a lovr.headset getter/setter that is like "hey do the hidden area mesh thing" and it'll render it automatically at the beginning of a frame.
Also unsure if I like using the depth buffer or the stencil buffer for this.
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I think it needs to at least be exposed (flexible) so that you can use it if you're doing a custom Canvas setup or want to decide between depth/stencil masking. Might expose it as a pre-rendered Texture, because lovr.graphics.fill is a little easier to work with than a Mesh.
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Monitoring https://github.com/immersive-web/webxr/issues/463
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lovr.headset.getDisplayMask
exists!
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