HiddenAreaMesh_t

The mesh to draw into the stencil (or depth) buffer to perform early stencil (or depth) kills of pixels that will never appear on the HMD. This mesh draws on all the pixels that will be hidden after distortion.

If the HMD does not provide a visible area mesh pVertexData will be NULL and unTriangleCount will be 0.

extern (C++, vr)
struct HiddenAreaMesh_t {}

Members

Variables

pVertexData
const(HmdVector2_t)* pVertexData;

The mesh to draw into the stencil (or depth) buffer to perform early stencil (or depth) kills of pixels that will never appear on the HMD. This mesh draws on all the pixels that will be hidden after distortion.

unTriangleCount
uint unTriangleCount;

The mesh to draw into the stencil (or depth) buffer to perform early stencil (or depth) kills of pixels that will never appear on the HMD. This mesh draws on all the pixels that will be hidden after distortion.

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