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Fix bad check for frame number. Fixed accidentally duplicated stereo settings section.

This commit is contained in:
Mads Buvik Sandvei 2020-12-10 21:27:54 +01:00
parent b98b4db4c1
commit 7c9d2a8095
2 changed files with 2 additions and 13 deletions

View file

@ -186,6 +186,7 @@ namespace MWVR
mLastRenderedFrame = frameMeta->mFrameNo;
getFrame(FramePhase::Swap) = nullptr;
}
mCondition.notify_one();
}
@ -215,13 +216,12 @@ namespace MWVR
throw std::logic_error("beginPhase called without a frame");
frame = std::move(getFrame(previousPhase));
}
if (phase == mXrSyncPhase && frame->mShouldSyncFrameLoop)
{
// We may reach this point before xrEndFrame of the previous frame
// Must wait or openxr will interpret another call to xrBeginFrame() as skipping a frame
std::unique_lock<std::mutex> lock(mMutex);
while (mLastRenderedFrame != mFrames - 1)
while (mLastRenderedFrame != frame->mFrameNo - 1)
{
mCondition.wait(lock);
}

View file

@ -935,17 +935,6 @@ object shadows = false
# Allow shadows indoors. Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.
enable indoor shadows = true
[Stereo]
# Enable/disable stereo view. This setting is ignored in VR.
stereo enabled = false
# Method used to render stereo if enabled
# Must be one of the following: BruteForce, GeometryShader
# BruteForce: Generates stereo using two cameras and two cull/render passes. Choose this if your game is GPU-bound.
# GeometryShader: Generates stereo in a single pass using automatically generated geometry shaders. May break custom shaders. Choose this if your game is CPU-bound.
stereo method = GeometryShader
[Physics]
# Set the number of background threads used for physics.
# If no background threads are used, physics calculations are processed in the main thread