Files
questshock/android
ml 920842a465
build / build (push) Successful in 1m40s
Show a laser-beam pointer while aiming at the menu/keyboard
The flat cross-shaped reticle used while aiming at the game quad is
drawn directly into the game quad's own texture, so it only ever made
sense there - while the menu launcher or keyboard was open, there was
no visual feedback at all until the ray was precisely on target,
making both panels hard to aim at.

Add a second, thin XrCompositionLayerQuad per hand: a billboarded
"laser beam" ribbon from the controller to wherever that hand's ray
currently crosses the plane of whichever overlay (keyboard, then menu)
claims it that frame, oriented via a view-space head pose so it reads
as a line from the viewer's eye regardless of angle, colored per hand
(cyan left, amber right) and clamped to 2m so grazing angles don't
produce an absurdly long beam. Built from data xr_input.c's existing
per-hand hit-testing already computes; the game-quad reticle itself is
untouched.
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