You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Gap. The runtime-drawn depth cursor (ADR-046 Amendment 2 §B: #1941 Metal, #1946 Vulkan/GL, #1944 D3D draft) refuses to draw in a frame that uses XR_DXR_display_zones. oxr_session_frame_end.c skips the cursor request for a zones frame and reports XrCursorDepthDrawStateDXR::willDraw = false, so the OS cursor stays. The fallback is safe, but it means zoned apps never get the depth cursor.
Who hits it. The avatar demo's Windows and Linux legs render the 3D subject through a zone (displayxr-demo-avatar#117: the cursor is wired but inert there). Unity's zones apps (desktop-avatar sample) will hit it too.
What's needed
The hint already rides the zone-scoped locate: the zone is that locate's canvas, so cursorUV is zone-normalised.
Carry the zone id (or rect) with the per-frame draw request.
At xrEndFrame, map the placement through that zone's projection views (its submitted subimages / tiles) instead of the full-canvas layer.
Draw into those tiles before the DP, as today.
One cursor per frame: the zone under the pointer.
Tests: placement and draw in a zone sub-rect, with an N-view zone.
Activity
feat(cursor): runtime-drawn depth cursor in display-zones frames (#1949…
feat(cursor): D3D11/D3D12 draw the depth cursor in display-zones fram…
test_apps: depth cursor on cube_zones_d3d11/d3d12_win (display zones, #…
feat(cursor): the runtime draws the depth cursor — D3D11 + D3D12 (ADR…