render hands if not in mixed reality
This commit is contained in:
parent
1cc71b113b
commit
a234c5fd22
2 changed files with 5 additions and 4 deletions
|
@ -42,10 +42,12 @@ static class Arts
|
||||||
|
|
||||||
public static void Frame()
|
public static void Frame()
|
||||||
{
|
{
|
||||||
// background
|
bool vr = Device.DisplayBlend == DisplayBlend.Opaque;
|
||||||
if (Device.DisplayBlend == DisplayBlend.Opaque)
|
// render hands if not in mixed reality
|
||||||
|
Input.HandVisible(Handed.Max, vr);
|
||||||
|
if (vr)
|
||||||
{
|
{
|
||||||
|
// background standin if no passthrough
|
||||||
}
|
}
|
||||||
|
|
||||||
// fullstick
|
// fullstick
|
||||||
|
|
|
@ -44,7 +44,6 @@ static class Rig
|
||||||
|
|
||||||
bool con_tracked = r_con.trackedPos > TrackState.Lost;
|
bool con_tracked = r_con.trackedPos > TrackState.Lost;
|
||||||
// bool hand_tracked = Input.HandSource(Handed.Right) > HandSource.None;
|
// bool hand_tracked = Input.HandSource(Handed.Right) > HandSource.None;
|
||||||
Input.HandVisible(Handed.Max, false); // hide hands
|
|
||||||
if (con_tracked)
|
if (con_tracked)
|
||||||
{
|
{
|
||||||
btn_trigger.Step(r_con.trigger > 0.5f);
|
btn_trigger.Step(r_con.trigger > 0.5f);
|
||||||
|
|
Loading…
Add table
Reference in a new issue