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authorJulian Eisel <julian@blender.org>2020-08-14 16:38:49 +0300
committerJeroen Bakker <jeroen@blender.org>2020-08-26 11:48:40 +0300
commitfe492d922d6d2f13bd04369c8a349c87e0b59233 (patch)
tree9934f5aad70f7982dcdaca9f3156262ab7734fc0 /source
parent70637b303d9e1512d2a04ca821b094255e573fcf (diff)
Fix/workaround graphics issues breaking SteamVR use with Blender
Windows only workaround. I'll have to investigate Linux separately. Steam's OpenGL compatibility is still new and doesn't work for us yet (neither does it for standard OpenXR examples from what I've heard and seen myself). We can work around that by falling back to our DirectX compatibility layer. Note that this DirectX compatibility still doesn't work for some systems, see T76082. Implementation note: Since the graphics binding extensions have to be enabled before we can find out which runtime is in use (e.g. SteamVR vs. Oculus, etc), we can now enable multiple graphics binding extensions but settle for a single one to use later. Once the SteamVR OpenGL backend works, we can remove this workaround again. Fixes T78267.
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