update openvr, move layers far away in vr to match brush cursor
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Submodule libs/openvr updated: 64fc05966a...d9cffe2ff8
@@ -94,8 +94,8 @@ void App::vr_update(float dt)
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auto p = controller_points.average();
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auto p = controller_points.average();
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if (glm::distance(p, controller_last_point) > 1)
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if (glm::distance(p, controller_last_point) > 1)
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{
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{
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render_task_async([p, c=down_controller]{
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render_task_async([p, f=down_controller->get_trigger_value()]{
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Canvas::I->stroke_update(p, c->get_trigger_value());
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Canvas::I->stroke_update(p, f);
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Canvas::I->stroke_draw();
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Canvas::I->stroke_draw();
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});
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});
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controller_last_point = p;
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controller_last_point = p;
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@@ -216,7 +216,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat
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int z = (int)(canvas->m_canvas->m_layers.size() - i);
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int z = (int)(canvas->m_canvas->m_layers.size() - i);
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auto plane_mvp_z = proj * camera *
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auto plane_mvp_z = proj * camera *
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glm::scale(glm::vec3(z) * 20.f) *
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glm::scale(glm::vec3(100.f)) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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//glm::eulerAngleYXZ(yaw, pitch, roll) *
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canvas->m_canvas->m_plane_transform[plane_index] *
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canvas->m_canvas->m_plane_transform[plane_index] *
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glm::translate(glm::vec3(0, 0, -1));
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glm::translate(glm::vec3(0, 0, -1));
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