Give the game quad the same laser-beam pointer as the overlays

Aiming looked and behaved differently depending on whether the
keyboard/menu was open: xr_input_try_overlay() claimed a hand's ray for
its overlay whenever the overlay was merely visible, regardless of
whether the ray was actually pointed at it - so with the keyboard open,
aiming at the main game screen still showed a beam terminating at the
keyboard's fixed depth, while closing the keyboard swapped in the old
flat cross-shaped reticle at whatever the ray was really pointing at.

Only claim an overlay when the ray is actually relevant this frame - a
real hit, or a touch/drag begun on a previous frame still pending
release - so a visible-but-unaimed-at overlay now falls through to the
next-priority target. Give the game quad its own hit-test
(xr_input_try_game_quad()) and the same billboarded laser-beam
treatment as the overlays instead of the old flat reticle, so aiming
looks and behaves identically everywhere - overlay open or not. The
old reticle GL program/shaders are now fully dead and removed. No
click/touch dispatch is added to the game quad itself; that's future
work.
This commit is contained in:
ml
2026-08-14 07:59:09 +02:00
parent 920842a465
commit 824b4a2506
4 changed files with 117 additions and 159 deletions
+1 -2
View File
@@ -146,8 +146,7 @@ bool xr_swapchain_acquire(XrInstance instance, XrSwapchainState *state) {
// gl4es's own (linked, not dlsym'd) bind - this targets an FBO id gl4es
// itself created (see xr_swapchain_create()), so its own "current FBO"
// bookkeeping updates correctly and its immediate-mode draw calls
// (android_draw_surface_as_quad(), the laser reticle) land in the right
// place.
// (android_draw_surface_as_quad()) land in the right place.
glBindFramebuffer(GL_FRAMEBUFFER, state->fbos[imageIndex]);
glViewport(0, 0, state->width, state->height);
return true;