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Implement stereo depth and stencil support for VR cockpit rendering to fix hands getting darken by virtual screen
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@@ -471,8 +471,13 @@ offers that mesh without the app declaring hand tracking, and the log says which
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joint's own X, on both hands. They and the
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separate VR wheel or handlebar travel with the stereo packet in metres in the seated frame, and each
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eye draws them inside the scene's pass just before the first 2D-layer draw, depth-tested with the
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world's own depth mapping, so the kart and the track hide them and the HUD cannot
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(`aurora-main/lib/gfx/cockpit.hpp`). The anchor also carries the frame's exact world scale
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world's own depth mapping, so the kart and the track hide them. Visible cockpit samples
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also mark one stencil bit; virtual-screen draws test that bit for zero, so even depth-disabled
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HUD elements and black screen effects cannot paint over the hands. Only stereo eye targets
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use `Depth24PlusStencil8`; desktop/EFB depth stays unchanged. The mask is cleared once per
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eye replay and retained across its passes. This adds no draw, full-screen copy, or render pass;
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eye-format pipeline siblings share shader modules and are cached when recording the game
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frame (`aurora-main/lib/gfx/cockpit.hpp`). The anchor also carries the frame's exact world scale
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(`aurora_set_stereo_scene_anchor_scaled`), and Aurora rescales each eye's head translation to it, so
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a scale change between the XR packet and the frame cannot misplace the hands.
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