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Fix bad check for frame number. Fixed accidentally duplicated stereo settings section.
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2 changed files with 2 additions and 13 deletions
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@ -186,6 +186,7 @@ namespace MWVR
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mLastRenderedFrame = frameMeta->mFrameNo;
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getFrame(FramePhase::Swap) = nullptr;
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}
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mCondition.notify_one();
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}
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@ -215,13 +216,12 @@ namespace MWVR
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throw std::logic_error("beginPhase called without a frame");
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frame = std::move(getFrame(previousPhase));
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}
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if (phase == mXrSyncPhase && frame->mShouldSyncFrameLoop)
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{
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// We may reach this point before xrEndFrame of the previous frame
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// Must wait or openxr will interpret another call to xrBeginFrame() as skipping a frame
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std::unique_lock<std::mutex> lock(mMutex);
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while (mLastRenderedFrame != mFrames - 1)
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while (mLastRenderedFrame != frame->mFrameNo - 1)
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{
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mCondition.wait(lock);
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}
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@ -935,17 +935,6 @@ object shadows = false
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# Allow shadows indoors. Due to limitations with Morrowind's data, only actors can cast shadows indoors, which some might feel is distracting.
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enable indoor shadows = true
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[Stereo]
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# Enable/disable stereo view. This setting is ignored in VR.
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stereo enabled = false
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# Method used to render stereo if enabled
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# Must be one of the following: BruteForce, GeometryShader
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# BruteForce: Generates stereo using two cameras and two cull/render passes. Choose this if your game is GPU-bound.
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# GeometryShader: Generates stereo in a single pass using automatically generated geometry shaders. May break custom shaders. Choose this if your game is CPU-bound.
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stereo method = GeometryShader
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[Physics]
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# Set the number of background threads used for physics.
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# If no background threads are used, physics calculations are processed in the main thread
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