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Clean up unused WebVR Foveated-Rendering code. (fixes #1275) #1304
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If we implement straight WebVR render to Oculus swapChain, wouldn't it be required to set WebVR foveated in FxR? |
We will use the setting in FxR, then asking WebGL to bind a foveated-rendering format color texture to WebGL's framebuffer. |
@MortimerGoro It isn't clear how we will handle WebVR since it looks like we can use the OGL extension to do it our selves in WebGL. I would rather not have this in the API if it doesn't actually do anything right now. Once we have a better understanding of how we will enable it for WebVR we can then create an API that makes sense then. |
Ok, sounds good |
@@ -716,8 +715,6 @@ struct DeviceDelegateOculusVR::State { | |||
} | |||
if (renderMode == device::RenderMode::StandAlone) { | |||
vrapi_SetPropertyInt(&java, VRAPI_FOVEATION_LEVEL, standaloneFoveatedLevel); | |||
} else { | |||
vrapi_SetPropertyInt(&java, VRAPI_FOVEATION_LEVEL, immersiveFoveatedLevel); |
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We should disable foveated here, otherwise both Gecko and FxR foveated can be applied together here (if foveated is enabled for standalone)
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Updated. I would like to make both of immersive and standalone mode use the same standaloneFoveatedLevel
in OVR for now. I guess when we are ready doing it in GV::WebGL, we would disable foveated here and ask WebGL's framebuffer generate a foveated texture to us according to this standaloneFoveatedLevel
.
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Ok, it makes sense
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@@ -716,8 +715,6 @@ struct DeviceDelegateOculusVR::State { | |||
} | |||
if (renderMode == device::RenderMode::StandAlone) { | |||
vrapi_SetPropertyInt(&java, VRAPI_FOVEATION_LEVEL, standaloneFoveatedLevel); | |||
} else { | |||
vrapi_SetPropertyInt(&java, VRAPI_FOVEATION_LEVEL, immersiveFoveatedLevel); |
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Ok, it makes sense
We understand WebVR Foveated-Rendering will be impossible to do in FxR, it has to be in GV. Let's clean up them.