From bd0d89e3f69649a7253044e192233bfb9b5c9ace Mon Sep 17 00:00:00 2001 From: Shane Davis Date: Sun, 27 Nov 2022 01:02:28 -0800 Subject: [PATCH] fix flickering when returning to menu --- L4D2VR/config.txt | 4 ++-- L4D2VR/vr.cpp | 8 ++++++-- L4D2VR/vr.h | 4 ++-- 3 files changed, 10 insertions(+), 6 deletions(-) diff --git a/L4D2VR/config.txt b/L4D2VR/config.txt index 45ce779..d3b58da 100644 --- a/L4D2VR/config.txt +++ b/L4D2VR/config.txt @@ -5,6 +5,6 @@ LeftHanded=false VRScale=43.2 IPDScale=1.0 HideArms=false -HudDistance=2.0 -HudSize=1.5 +HudDistance=1.3 +HudSize=1.1 HudAlwaysVisible=false \ No newline at end of file diff --git a/L4D2VR/vr.cpp b/L4D2VR/vr.cpp index da8dead..6f3312e 100644 --- a/L4D2VR/vr.cpp +++ b/L4D2VR/vr.cpp @@ -200,8 +200,11 @@ void VR::SubmitVRTextures() vr::VROverlay()->ShowOverlay(m_MainMenuHandle); vr::VROverlay()->HideOverlay(m_HUDHandle); - vr::VRCompositor()->Submit(vr::Eye_Left, &m_VKBlankTexture.m_VRTexture, NULL, vr::Submit_Default); - vr::VRCompositor()->Submit(vr::Eye_Right, &m_VKBlankTexture.m_VRTexture, NULL, vr::Submit_Default); + if (!m_Game->m_EngineClient->IsInGame()) + { + vr::VRCompositor()->Submit(vr::Eye_Left, &m_VKBlankTexture.m_VRTexture, NULL, vr::Submit_Default); + vr::VRCompositor()->Submit(vr::Eye_Right, &m_VKBlankTexture.m_VRTexture, NULL, vr::Submit_Default); + } return; } @@ -835,6 +838,7 @@ void VR::UpdateTracking() m_RightControllerUp = VectorRotate(m_RightControllerUp, m_RightControllerRight, -45.0); // controller angles + QAngle::VectorAngles(m_LeftControllerForward, m_LeftControllerUp, m_LeftControllerAngAbs); QAngle::VectorAngles(m_RightControllerForward, m_RightControllerUp, m_RightControllerAngAbs); PositionAngle viewmodelOffset = localPlayer->GetViewmodelOffset(); diff --git a/L4D2VR/vr.h b/L4D2VR/vr.h index 37aa7e0..e85d6ef 100644 --- a/L4D2VR/vr.h +++ b/L4D2VR/vr.h @@ -179,8 +179,8 @@ class VR float m_VRScale = 43.2; float m_IpdScale = 1.0; bool m_HideArms = false; - float m_HudDistance = 2.0; - float m_HudSize = 1.5; + float m_HudDistance = 1.3; + float m_HudSize = 1.1; bool m_HudAlwaysVisible = false; VR() {};