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- 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).
25 lines
741 B
C
25 lines
741 B
C
#ifndef __gl3ext_h_
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#define __gl3ext_h_
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/* $Revision: 17809 $ on $Date:: 2012-05-14 08:03:36 -0700 #$ */
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/*
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* This document is licensed under the SGI Free Software B License Version
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* 2.0. For details, see http://oss.sgi.com/projects/FreeB/ .
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*/
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/* OpenGL ES 3 Extensions
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*
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* After an OES extension's interactions with OpenGl ES 3.0 have been documented,
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* its tokens and function definitions should be added to this file in a manner
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* that does not conflict with gl2ext.h or gl3.h.
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*
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* Tokens and function definitions for extensions that have become standard
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* features in OpenGL ES 3.0 will not be added to this file.
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*
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* Applications using OpenGL-ES-2-only extensions should include gl2ext.h
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*/
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#endif /* __gl3ext_h_ */
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