Transparent brushes aren't visible in passthrough mode on latest beta
Reported by @TheLastDegen here: https://discord.com/channels/783806589991780412/1238420358550257717/1238841455414345810
Confirmed by me.
15 Replies
@mikesky no great surprise but this is the offending commit: https://github.com/icosa-foundation/open-brush/pull/613/files#diff-4fa1d1641eac596f779411a63873fc5699b497b587a5f4414d66c279b97b6cbb
every change looks pretty harmless apart from maybe this:
would you agree?
Holy shit you’ve cracked it
This is why oculus Passthrough “works” when all the others don’t quite
well. aside from all transparent brushes being invisible!
Yes, that’s what happens in zapbox and pico!
If we could find a way to do premult on other platforms it would be”fix” passthrough there
oh ffs. squash commits are again destroying my ability to do forensics and retrace my steps. remind me why deleting history is a good thing, again?
Clean graph in Fork 😉
yeah. that seems like weak sauce to me
There was other reasons, but I’ve forgotten them. @mikeage?
Can we at least not delete PR branches when we merge?
Maybe move them to an attic/ prefix "folder"
I'm still a bit confused. Should eyeFovPremultipliedAlphaModeEnabled be true or false?
it should be true (which i'm guessing is the default, or do we set it elsewhere?), at least that's the quick way to get passthrough to work. I'm not sure if that's also asetting that we could find for openxr, zapbox, and pico, that would also achieve the same effect and get it working there too
it's either that, or work out what else in our rendering isn't working. OR, now that we know that's how oculus 'fixes' it, work out what that's doing and emulate it elsewhere
yay. luckily on my mac, i don't do git fetch --prune so I've still got the passthrough branch to see when i added that line
But it surely shouldn't rely on me forgetting to do that to be able to check back to see a specific commit message
So - I added eyeFovPremultipliedAlphaModeEnabled when I did my first initial work on the passthrough brush - so I most likely found it in Meta tutorial on passthrough - that's what I think I was following initially. Let me see if I can find it.
You should also be able to undelete, I believe, but I don't recall how offhand and I'm on my mobile
it then disappears into OVRPlugin with no more info 😅
https://microsoft.github.io/Win2D/WinUI3/html/PremultipliedAlpha.htm for later
@mikesky
Removing
seems to fix the transparent brushes and the passthrough brush still works.
Still can't figure out where i got the idea that line was needed.
Great to know!
I see a few oculus samples turn it off, for whatever reason
I’m looking to see if we can do this in a post process shader instead, then we could have it on all platforms
It should be a really simple shader