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Collapse three seperate texture storage methods into render_target_set_override()
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@@ -669,9 +669,10 @@ void RendererViewport::draw_viewports() {
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// This usually is a result of the player taking off their headset and OpenXR telling us to skip
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// rendering frames.
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if (xr_interface->pre_draw_viewport(vp->render_target)) {
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RSG::texture_storage->render_target_set_override_color(vp->render_target, xr_interface->get_color_texture());
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RSG::texture_storage->render_target_set_override_depth(vp->render_target, xr_interface->get_depth_texture());
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RSG::texture_storage->render_target_set_override_velocity(vp->render_target, xr_interface->get_velocity_texture());
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RSG::texture_storage->render_target_set_override(vp->render_target,
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xr_interface->get_color_texture(),
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xr_interface->get_depth_texture(),
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xr_interface->get_velocity_texture());
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// render...
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RSG::scene->set_debug_draw_mode(vp->debug_draw);
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@@ -699,9 +700,7 @@ void RendererViewport::draw_viewports() {
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}
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}
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} else {
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RSG::texture_storage->render_target_set_override_color(vp->render_target, RID()); // TODO if fullscreen output, we can set this to our texture chain
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RSG::texture_storage->render_target_set_override_depth(vp->render_target, RID());
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RSG::texture_storage->render_target_set_override_velocity(vp->render_target, RID());
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RSG::texture_storage->render_target_set_override(vp->render_target, RID(), RID(), RID());
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RSG::scene->set_debug_draw_mode(vp->debug_draw);
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