mirror of
https://github.com/spoopyghosty0/frameport.git
synced 2026-10-17 06:01:22 +02:00
Doom3Quest-based ports (PreyVR, #306) draw their menu on a curved cylinder layer submitted once per eye. The Frame's runtime has no cylinder layers, so FrameBridge shows each as ~7 flat quad strips; a per-eye pair is ~14 quad layers in one frame, which the runtime rejects whole (xrEndFrame -> XR_ERROR_LAYER_INVALID, -16). The menu then stays black while the game runs at 72 fps. Collapse the pair: drop the right-eye cylinder and show the left eye's strips to both eyes (the runtime composites a quad to both eyes anyway). That halves the layer count and drops the per-eye eyeVisibility, and the runtime accepts the frame. Only frames with per-eye cylinders change -- exactly the ones that were being rejected; mono (BOTH) cylinder games such as 4XVR are untouched. Verified on the dev Frame (headless): PreyVR v1.2.4 rebuilt + installed, the menu frame now submits (one transient -16 on the first frame before the space is locatable, then clean), 72 fps. Visual confirmation of the menu needs the headset. Triage signature cylinder-menu-layers-rejected. No adapter revision bump (installed games are not marked outdated).