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XR: When an sRGB target is used, check hardware sRGB conversion

This commit is contained in:
Bastiaan Olij
2023-03-14 14:17:24 +11:00
parent 550a779851
commit a1a52c5ba1
4 changed files with 56 additions and 3 deletions

View File

@@ -80,7 +80,9 @@ public:
// this happens right before physics process and normal processing is run.
// This is when controller data is queried and made available to game logic.
virtual void on_process() {}
virtual void on_pre_render() {} // `on_pre_render` is called right before we start rendering our XR viewport.
virtual void on_pre_render() {} // `on_pre_render` is called right before we start rendering our XR viewports.
virtual void on_pre_draw_viewport(RID p_render_target) {} // `on_pre_draw_viewport` is called right before we start rendering this viewport
virtual void on_post_draw_viewport(RID p_render_target) {} // `on_port_draw_viewport` is called right after we start rendering this viewport (note that on Vulkan draw commands may only be queued)
virtual void on_state_idle() {} // `on_state_idle` is called when the OpenXR session state is changed to idle.
virtual void on_state_ready() {} // `on_state_ready` is called when the OpenXR session state is changed to ready, this means OpenXR is ready to setup our session.