• v0.3.0 d2dc58391b

    Add controller input and a laser-pointer-driven menu quad
    build / build (push) Successful in 2m26s

    matthias released this 2026-08-02 04:27:49 +00:00 | 8 commits to master since this release

    • xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a
      menu-toggle button) plus ray/quad hit-testing, and a visible
      laser-pointer line drawn from the controller toward the hit point.
    • xr_menu.c/h + MenuOverlay.java: a second composition-layer quad,
      toggled by a controller button, showing an off-screen, never-attached
      Android View tree (one "Keyboard" button so far) driven by synthetic
      touch events computed from the laser ray's hit UV.
    • Migrate gl4es from a prebuilt binary baked into the Docker build-image
      to a vendored source snapshot (android/gl4es-src/) compiled from
      source at APK build time via CMake add_subdirectory(), patched through
      a new android/gl4es-patches/ (mirrors the existing engine-patches/
      pattern). This was needed to track down and fix a bug hit while
      building the menu: gl4es's fixed-pipeline emulation (fpe.c) was
      unconditionally substituting its own shader onto the menu's draw call
      (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so
      its fpe_IsEmpty() check could never see the state as empty), making
      the menu quad show the game's own rendering instead of its own
      content. Fixed by routing the menu's blit through a real
      glBlitFramebuffer() call instead of a shader-based draw, which gl4es's
      fpe.c has nothing to intercept - documented in README.md's new
      "Debugging notes" section.
    • Renumber android/engine-patches/ to close the gap left by removing an
      unrelated diagnostic-only patch, and strip investigation-journal
      comments and dead diagnostic code (temporary tracing, env-var probes)
      left over from finding the bug above.
    • Restructure README.md into numbered sections, document every
      engine/gl4es patch, add Android Studio dev/testing-cycle instructions,
      and generalize Quest-specific wording to any OpenXR headset. Update
      NOTICE.txt to match (gl4es is now vendored/patched source, not a
      prebuilt binary; add the OpenXR-SDK loader).
    Downloads