Fixes for the First Person Camera

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iChris4 committed 2026-09-08 13:37:28 +02:00
1 parent 02e5cb60a4
commit 2742b8d9a2
3 files changed
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@@ -188,11 +188,18 @@ void MkwVRFirstPersonConfigure(bool enabled, const FirstPersonHeadOffsets& offse
// interpreted, shared by startup and the F10 settings bar.
void MkwVRFirstPersonApplyConfiguredSettings() noexcept;
// Reads the race camera and the player's kart and republishes the anchor. Call
// once per guest frame, after the kart and camera updates and before the draws.
// race_camera_address is the frame's own RaceCamera, or zero if none was seen.
// Arms the anchor for this guest frame. Call once per frame from the race draw
// boundary, with the frame's own RaceCamera, or zero if none was seen. This
// only latches; the anchor itself is computed by Commit below, because the
// scene's camera matrix for the frame is not set until the draws run.
void MkwVRFirstPersonUpdate(uint64_t guest_frame_index, uint32_t race_camera_address) noexcept;
// Computes and publishes the anchor from the values the frame was drawn with.
// Call from the producer's frame seal, after the draws and before the sealed
// frame reaches Aurora. Does nothing unless Update armed the frame, which is
// what keeps this to races.
void MkwVRFirstPersonCommit() noexcept;
// Drops every captured pointer and the held anchor. Call on race entry/exit.
void MkwVRFirstPersonReset() noexcept;