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XR: When an sRGB target is used, check hardware sRGB conversion
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@@ -80,7 +80,9 @@ public:
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// this happens right before physics process and normal processing is run.
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// This is when controller data is queried and made available to game logic.
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virtual void on_process() {}
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virtual void on_pre_render() {} // `on_pre_render` is called right before we start rendering our XR viewport.
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virtual void on_pre_render() {} // `on_pre_render` is called right before we start rendering our XR viewports.
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virtual void on_pre_draw_viewport(RID p_render_target) {} // `on_pre_draw_viewport` is called right before we start rendering this viewport
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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)
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virtual void on_state_idle() {} // `on_state_idle` is called when the OpenXR session state is changed to idle.
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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.
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