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OpenXrInputPlugin: Hack for Vive controllers

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.

Ada committed 2 years ago

Commit 7ece6e71 parent af00bf53 files · +203 −58Browse files

Showing the changes to interface/src/Application.cpp (1 of 3 files). Show all

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interface/src/Application.cpp+5−0
@@ -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 over2382 { // 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");