Semi-working fade into warehouse by trigger press
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@@ -28,6 +28,8 @@ public class SteamVR_Camera : MonoBehaviour
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}
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public bool wireframe = false;
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public RenderTexture LeftEyeRenderTexture;
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public RenderTexture RightEyeRenderTexture;
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[SerializeField]
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private SteamVR_CameraFlip flip;
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@@ -229,8 +231,8 @@ public class SteamVR_Camera : MonoBehaviour
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#else
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if (this != components[components.Length - 1] || flip == null)
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{
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if (flip == null)
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flip = gameObject.AddComponent<SteamVR_CameraFlip>();
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//if (flip == null)
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// flip = gameObject.AddComponent<SteamVR_CameraFlip>();
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#endif
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// Store off values to be restored on new instance
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values = new Hashtable();
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@@ -385,8 +387,8 @@ public class SteamVR_Camera : MonoBehaviour
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void OnPreRender()
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{
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if (flip)
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flip.enabled = (SteamVR_Render.Top() == this && SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX);
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//if (flip)
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// flip.enabled = (SteamVR_Render.Top() == this && SteamVR.instance.graphicsAPI == EGraphicsAPIConvention.API_DirectX);
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var headCam = head.GetComponent<Camera>();
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if (headCam != null)
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@@ -402,44 +404,49 @@ public class SteamVR_Camera : MonoBehaviour
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GL.wireframe = false;
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}
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void OnRenderImage(RenderTexture src, RenderTexture dest)
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{
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if (SteamVR_Render.Top() == this)
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{
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int eventID;
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if (SteamVR_Render.eye == EVREye.Eye_Left)
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{
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// Get gpu started on work early to avoid bubbles at the top of the frame.
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SteamVR_Utils.QueueEventOnRenderThread(SteamVR.Unity.k_nRenderEventID_Flush);
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void OnRenderImage(RenderTexture src, RenderTexture dest) {
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if (LeftEyeRenderTexture == null) {
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//if (SteamVR_Render.Top() == this) {
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int eventID;
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if (SteamVR_Render.eye == EVREye.Eye_Left) {
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// Get gpu started on work early to avoid bubbles at the top of the frame.
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SteamVR_Utils.QueueEventOnRenderThread(SteamVR.Unity.k_nRenderEventID_Flush);
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eventID = SteamVR.Unity.k_nRenderEventID_SubmitL;
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}
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else
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{
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eventID = SteamVR.Unity.k_nRenderEventID_SubmitR;
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}
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eventID = SteamVR.Unity.k_nRenderEventID_SubmitL;
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}
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else {
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eventID = SteamVR.Unity.k_nRenderEventID_SubmitR;
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}
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// Queue up a call on the render thread to Submit our render target to the compositor.
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SteamVR_Utils.QueueEventOnRenderThread(eventID);
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}
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// Queue up a call on the render thread to Submit our render target to the compositor.
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SteamVR_Utils.QueueEventOnRenderThread(eventID);
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//}
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} else {
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if (SteamVR_Render.eye == EVREye.Eye_Right) {
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Graphics.Blit(src, RightEyeRenderTexture);
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}
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else {
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Graphics.Blit(src, LeftEyeRenderTexture);
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}
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}
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Graphics.SetRenderTarget(dest);
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SteamVR_Camera.blitMaterial.mainTexture = src;
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//Graphics.SetRenderTarget(dest);
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//SteamVR_Camera.blitMaterial.mainTexture = src;
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GL.PushMatrix();
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GL.LoadOrtho();
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SteamVR_Camera.blitMaterial.SetPass(0);
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GL.Begin(GL.QUADS);
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GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
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GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
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GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
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GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
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GL.End();
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GL.PopMatrix();
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//GL.PushMatrix();
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//GL.LoadOrtho();
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//SteamVR_Camera.blitMaterial.SetPass(0);
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//GL.Begin(GL.QUADS);
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//GL.TexCoord2(0.0f, 0.0f); GL.Vertex3(-1, 1, 0);
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//GL.TexCoord2(1.0f, 0.0f); GL.Vertex3(1, 1, 0);
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//GL.TexCoord2(1.0f, 1.0f); GL.Vertex3(1, -1, 0);
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//GL.TexCoord2(0.0f, 1.0f); GL.Vertex3(-1, -1, 0);
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//GL.End();
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//GL.PopMatrix();
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Graphics.SetRenderTarget(null);
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}
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//Graphics.SetRenderTarget(null);
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}
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#endregion
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@@ -261,7 +261,7 @@ public class SteamVR_PlayArea : MonoBehaviour
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// No need to remain enabled at runtime.
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// Anyone that wants to change properties at runtime
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// should call BuildMesh themselves.
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//enabled = false;
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enabled = false;
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// If we want the configured bounds of the user,
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// we need to wait for tracking.
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