Fix issue with OpenXR environment blend mode not being applied properly

This commit is contained in:
Bastiaan Olij
2023-09-12 12:39:48 +10:00
parent 3ed4497113
commit 3806d964e3
9 changed files with 101 additions and 11 deletions
+3
View File
@@ -2709,6 +2709,9 @@
<member name="xr/openxr/enabled" type="bool" setter="" getter="" default="false">
If [code]true[/code] Godot will setup and initialize OpenXR on startup.
</member>
<member name="xr/openxr/environment_blend_mode" type="int" setter="" getter="" default="&quot;0&quot;">
Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
</member>
<member name="xr/openxr/form_factor" type="int" setter="" getter="" default="&quot;0&quot;">
Specify whether OpenXR should be configured for an HMD or a hand held device.
</member>