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-rw-r--r--modules/gdnative/arvr/arvr_interface_gdnative.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/modules/gdnative/arvr/arvr_interface_gdnative.cpp b/modules/gdnative/arvr/arvr_interface_gdnative.cpp
index 7c791a3108..a033c2b7f9 100644
--- a/modules/gdnative/arvr/arvr_interface_gdnative.cpp
+++ b/modules/gdnative/arvr/arvr_interface_gdnative.cpp
@@ -277,7 +277,9 @@ godot_transform GDAPI godot_arvr_get_reference_frame() {
void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_rect2 *p_rect) {
// blits out our texture as is, handy for preview display of one of the eyes that is already rendered with lens distortion on an external HMD
ARVRInterface::Eyes eye = (ARVRInterface::Eyes)p_eye;
+#if 0
RID *render_target = (RID *)p_render_target;
+#endif
Rect2 screen_rect = *(Rect2 *)p_rect;
if (eye == ARVRInterface::EYE_LEFT) {
@@ -297,9 +299,12 @@ void GDAPI godot_arvr_blit(godot_int p_eye, godot_rid *p_render_target, godot_re
godot_int GDAPI godot_arvr_get_texid(godot_rid *p_render_target) {
// In order to send off our textures to display on our hardware we need the opengl texture ID instead of the render target RID
// This is a handy function to expose that.
+#if 0
RID *render_target = (RID *)p_render_target;
RID eye_texture = VSG::storage->render_target_get_texture(*render_target);
+#endif
+
#ifndef _MSC_VER
#warning need to obtain this ID again
#endif