PJB3005 1957518b0f Fix directional light shadows: take two
This PR aims to do the same as #180, but hopefully without making future WebXR compat more annoying.

get_frustum_corners() is now implemented properly, directly from the projection matrix. I believe it should work with the existing OpenXR code, but I cannot test this with any WebXR implementations with "sheared projection matrices", because I am continuing to doubt whether that even exists.

I also added unit tests, which involved a decent amount of code shuffling regardless. The original implementation from #180 is left in as a control in the test code.
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Bevy Mod XR

A crate for adding openxr (and in the future webxr) support to Bevy.

To see it in action run the example in crates/bevy_openxr/examples with cargo run -p bevy_mod_openxr --example 3d_scene

Discord

Come hang out if you have questions or issues https://discord.gg/sqMw7UJhNc

Troubleshooting

  • Make sure, if you're on Linux, that you have the openxr package installed on your system.
  • I'm getting poor performance.
    • Like other bevy projects, make sure you're building in release (example: cargo run -p bevy_mod_openxr --example 3d_scene --release)

License

Unless otherwise specified, all code in this repository is dual-licensed under either:

at your option. This means you can select the license you prefer!

Your contributions

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.

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