19 Oct 2022 |
CrispyPin#1149 | godot also does not seem to get controller position or inputs | 18:15:55 |
CrispyPin#1149 | Download monado_output.log | 18:20:28 |
CrispyPin#1149 | and here is monados output from just launching it | 18:20:28 |
haagch#5957 | mhm looks all normal | 18:25:23 |
CrispyPin#1149 | i set my gpu to vr mode and tried again, the controllers now have rotation tracking and a position different than the origin but arent moving. button inputs now also work rendering is still broken in the headset though | 18:30:26 |
CrispyPin#1149 | the controller behaviour is probably a coincidence | 18:30:47 |
| FiL0S0V joined the room. | 18:31:33 |
CrispyPin#1149 | * the controller behaviour is a coincidence, i don't know why they didnt work the first try | 18:31:42 |
CrispyPin#1149 | may be relevant: I had basically the same rendering problem with MCXR running with SteamVR | 18:41:28 |
CrispyPin#1149 | * may be relevant: I had basically the same rendering problem with MCXR (the minecraft openXR mod) running with SteamVR | 18:42:28 |
CrispyPin#1149 | i know this worked in june, but havent used anything opengl in vr since | 19:18:54 |
CrispyPin#1149 | OpenXR Runtime only supports OpenGL version 4.5 - 4.6!
is this normal | 19:24:36 |
CrispyPin#1149 | i get it for steamvr too | 19:24:57 |
Jakob Bornecrantz#6482 | You are using OpenGL ES for some reason | 19:26:18 |
Jakob Bornecrantz#6482 | haagch How is Godot integrating with Monado? | 19:27:06 |
CrispyPin#1149 | yes is that not what godot is supposed to do? | 19:34:11 |
Jakob Bornecrantz#6482 | I'm not sure | 19:34:13 |
haagch#5957 | godot is using opengl es over glx apparently. we get the glx context and xlib window directly from the godot engine | 19:42:25 |
haagch#5957 | Download unknown.png | 19:47:52 |
haagch#5957 | latest godot_openxr git with 3.5.1.stable.arch_linux works for me at least | 19:47:52 |
haagch#5957 | good demo for how we need to adjust the hand vs controller pose | 19:48:16 |
haagch#5957 | Download unknown.png | 19:50:07 |
haagch#5957 | * latest godot_openxr git with godot 3.5.1.stable.arch_linux works for me at least | 19:51:05 |
| pblack#8962 joined the room. | 19:52:12 |
pblack#8962 | godot creates a context with forward compatibility enabled - so they get modern features the driver supports, but the version of the context requested will correspond to the minimum level godot itself supports - possibly this is why version checks arent making sense? | 19:52:13 |
haagch#5957 | to answer the question: yes, the OpenGL version check is mostly meaningless. maybe we should just say 1.0 to 4.6 in monado, or do we know of something that definitely won't work? | 19:58:23 |
haagch#5957 | does anyone want to write an opengl 1.0 openxr example? 🙂 | 20:01:01 |
| WyrmSpear joined the room. | 20:19:17 |
haagch#5957 | OpenXR Using OpenGL version: OpenXR Using OpenGL renderer: | 20:23:16 |
haagch#5957 | * actually not everything normal
OpenXR Using OpenGL version:
OpenXR Using OpenGL renderer:
here it says
OpenXR Using OpenGL version: 4.6 (Compatibility Profile) Mesa 22.3.0-devel (git-09ae2c4fee)
OpenXR Using OpenGL renderer: AMD Radeon RX 6900 XT (navi21, LLVM 16.0.0, DRM 3.48, 6.0.1-zen2-1-zen) | 20:23:54 |