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Copy file name to clipboardExpand all lines: README.md
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@@ -26,11 +26,11 @@ More information on OpenVR and SteamVR can be found on http://steamvr.com
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- original comments preserved and properly formatted
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- every struct method is offered also much more user friendly offering also full interoperability with glm, `getProjectionMatrix` returns, for example, directly a glm `Mat4`
that returns directly the resulting string, bringing down a lot of boilerplate code
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- array classes `[]` operator, included `RenderModel_Vertex_t`
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- array classes `[]` operator, included `RenderModel_Vertex`
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- concise enumerators, e.g. `EVRComponentProperty.VRComponentProperty_IsStatic` is `EVRComponentProperty.IsStatic`
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-`SteamVRListener` for event listener. Instantiate a class extending it, call `.poll()` on it at the begin of each frame and override the corresponding methods you are looking for, such as `buttonPress(left: Boolean, button: EVRButtonId)`
funinvoke(pchTemplateAppKey:String, pchNewAppKey:String, pKeys:AppOverrideKeys_t.ByReference, unKeys:Int): Int
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funinvoke(pchTemplateAppKey:String, pchNewAppKey:String, pKeys:AppOverrideKeys.ByReference, unKeys:Int): Int
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}
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/** launches the application currently associated with this mime value and passes it the option args, typically the filename or object name of the item being
operatorfuninvoke(ulOverlayHandle:VROverlayHandle, ulUserValue:Long, type:Int, pchText:String, style:Int, pImage:NotificationBitmap_t.ByReference, /* out */pNotificationId:VRNotificationId_ByReference): Int
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operatorfuninvoke(ulOverlayHandle:VROverlayHandle, ulUserValue:Long, type:Int, pchText:String, style:Int, pImage:NotificationBitmap.ByReference, /* out */pNotificationId:VRNotificationId_ByReference): Int
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}
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/** Destroy a notification, hiding it first if it currently shown to the user. */
/** Returns true if the specified overlay is the hover target. An overlay is the hover target when it is the last overlay "moused over" by the virtual mouse
@@ -1223,13 +1223,13 @@ open class IVROverlay : Structure {
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/** Sets a list of primitives to be used for controller ray intersection typically the size of the underlying UI in pixels
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