Route VR UI viewport scissor through renderer GL
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@@ -463,9 +463,9 @@ Known local toolchain state:
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policy and dispatch application consumed by `App::init`, tested runtime
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version/vendor/renderer/GLSL string query dispatch, tested default clear
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color/buffer dispatch consumed by `App::clear`, tested app UI
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viewport/scissor dispatch consumed by `App::draw`, plus renderer API to
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OpenGL token mapping and command-planning contracts used by the OpenGL parity
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work.
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viewport/scissor dispatch consumed by `App::draw` and `App::vr_draw_ui`,
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plus renderer API to OpenGL token mapping and command-planning contracts used
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by the OpenGL parity work.
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- `pano_cli plan-cloud-upload` exposes `pp_app_core` cloud upload availability,
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new-document warning, publish prompt, and save-before-upload planning as JSON;
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the live cloud upload command consumes the same start contract before
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@@ -528,6 +528,9 @@ Main app UI viewport and scissor execution now dispatch through tested
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`pp_renderer_gl` viewport/scissor contracts, leaving `App::draw` and UI node
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clipping to provide rectangles while the backend owns scissor-state tokens and
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the live OpenGL call sequence.
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VR UI framebuffer viewport and scissor-test setup now also consumes those
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`pp_renderer_gl` contracts, keeping desktop and VR UI rendering aligned while
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the retained OpenVR app path is split incrementally.
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Windows RenderDoc frame capture hooks now also dispatch through
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`PlatformServices`, keeping capture integration in the platform service while
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leaving non-Windows adapters as no-ops.
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