This aught to be replaced with a proper set of XR input profiles, at the moment this is *just* enough to get hardcoded button inputs working with the existing Vive controller config.
Showing the changes to interface/src/Application.cpp (1 of 3 files). Show all
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| @@ -2373,6 +2373,11 @@ void Application::update(float deltaTime) { · 2372 unmodified lines | |||
| 2373 | AnimDebugDraw::getInstance().update(); | 2373 | AnimDebugDraw::getInstance().update(); |
| 2374 | } | 2374 | } |
| 2375 | 2375 | ||
| 2376 | // a hack to prevent the engine from trying | ||
| 2377 | // to pump out hundreds and hundreds of simulation | ||
| 2378 | // ticks per second that can't be displayed | ||
| 2379 | std::this_thread::sleep_for(5ms); | ||
| 2380 | |||
| 2376 | 2381 | ||
| 2377 | { // Game loop is done, mark the end of the frame for the scene transactions and the render loop to take over | 2382 | { // Game loop is done, mark the end of the frame for the scene transactions and the render loop to take over |
| 2378 | PerformanceTimer perfTimer("enqueueFrame"); | 2383 | PerformanceTimer perfTimer("enqueueFrame"); |