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Depth API #133
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We really want to implement the Depth API, and will get around to it eventually, but no one has really started to look into this yet. If you'd like to give it a try, that'd be great! There's a possibility that this will require making some changes to Godot itself, but there's no way to tell without digging into it.
We do include the Meta headers - you can find the header for the necessary OpenXR extension here: |
I've been researching this a tiny bit, and here's some links to resources:
Looking through the sample, it looks like we're expected to change our fragment shader to consult the depth texture that we get from the OpenXR extension. Here's the relevant bit: https://github.com/meta-quest/Meta-OpenXR-SDK/blob/main/Samples/XrSamples/XrPassthroughOcclusion/Src/XrPassthroughOcclusionGl.cpp#L632 In order to make this work, we'll either need to:
Nr 2 could potentially be made easier if Godot allowed users to override Godot's shader templates - see PR godotengine/godot#94427 In any case, this won't be the easiest OpenXR extension to integrate with Godot |
Hi,
Are there any plans on implementing a depth API for meta devices?
I would love to contribute and help but I have never worked on open source before.
(I do have a very solid knowledge of C++)
I expected to find the Meta Native SDK somewhere in the repository but I couldn't find it.
Regards,
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