commit
1a16dabfb5
81 changed files with 123 additions and 123 deletions
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@ -87,7 +87,7 @@ private:
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uint64_t last_process_usec; /* for frame timing, usec when we did our processing */
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uint64_t last_commit_usec; /* for frame timing, usec when we finished committing both eyes */
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uint64_t last_frame_usec; /* time it took between process and commiting, we should probably average this over the last x frames */
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uint64_t last_frame_usec; /* time it took between process and committing, we should probably average this over the last x frames */
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protected:
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static ARVRServer *singleton;
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@ -137,7 +137,7 @@ void AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_fr
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Vector<int32_t> buf = AudioDriver::get_singleton()->get_input_buffer();
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unsigned int input_size = AudioDriver::get_singleton()->get_input_size();
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// p_frames is multipled by two since an AudioFrame is stereo
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// p_frames is multiplied by two since an AudioFrame is stereo
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if ((p_frames + MICROPHONE_PLAYBACK_DELAY * 2) > input_size) {
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for (int i = 0; i < p_frames; i++) {
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p_buffer[i] = AudioFrame(0.0f, 0.0f);
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@ -105,7 +105,7 @@ bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3 &p_from, const Vecto
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int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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//todo, create another array tha references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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bool collided = false;
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Vector3 res_point, res_normal;
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@ -112,7 +112,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vec
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int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
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//todo, create another array tha references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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//todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
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bool collided = false;
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Vector2 res_point, res_normal;
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@ -294,7 +294,7 @@ void VisualServerViewport::draw_viewports() {
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arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
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}
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// and for our frame timing, mark when we've finished commiting our eyes
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// and for our frame timing, mark when we've finished committing our eyes
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ARVRServer::get_singleton()->_mark_commit();
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} else {
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VSG::rasterizer->set_current_render_target(vp->render_target);
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