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7:45:32
Shinmera
I'd be fine with it just not performing the operation, but killing my process entirely is so fucking scummy
13:57:23
Colleen
github.com/selwynsimsek/tri... Website (HTML), Title: GitHub - selwynsimsek/trial-vr: VR experiences with the Trial game engine.
14:24:45
Shinmera
selwyn: you should not use special variables like that. You can access the connected passes (and more importantly their textures) much more easily with just (trial:texture (flow:port head 'left-pass-color))
14:27:58
Shinmera
selwyn: You should not create matn's for 4x4 matrices. Create a mat4 instead. You can also create the matrix by passing the array along directly, it should be compatible with the inner storage, circumventing the costly triple-conversion.
14:28:51
Shinmera
But yeah, most importantly get rid of the *left/right/compositor-render-pass*, *head*, and *hmd-pose* variables.
14:37:32
Shinmera
but from current experiments with games, it seems the best way is to have a global bound to the current scene, and use explicit arguments whenever scenes need to be handled in parallel.
14:50:16
selwyn
the priority right now is to fix the per-eye rendering which is broken and driving me mad
14:51:35
Shinmera
you can use the visualizer-pass instead to render two other passes in one window, if you need help debugging that sort of thing.
14:55:51
selwyn
the problem is that the renderings of both passes are indistinguishable, so you see double when you put on the headset