Bug #1941
UI cursor illegible in stereoscopic 3D
Description
When using stereoscopic 3D modes like side-by-side, the UI cursor is still drawn by the OS on top of the game window. This makes it difficult to use the UI in such modes without resorting to closing an eye.
Clearly one solution is to have the engine draw the cursor itself, so that it will be projected correctly in stereoscopic 3D.
Associated revisions
Fixed|UI|Client: Show projected mouse cursor in all displacing VR modes
All VR modes that move window content around should use the custom cursor
since it will then be appropriately duplicated in the per-eye views.
IssueID #1941
History
#1 Updated by skyjake almost 10 years ago
- Target version deleted (
49)
#2 Updated by skyjake almost 10 years ago
It should be noted that in Oculus Rift mode, the mouse cursor is already drawn using a LabelWidget so that it is projected on the UI plane. Probably should use the same code for other VR modes?
#3 Updated by skyjake almost 10 years ago
- Priority changed from Normal to High
#4 Updated by danij over 9 years ago
Changing things so that the project-cursor-on-UI-plane logic is used in all stereoscopic 3D modes does indeed solve the issue.
#5 Updated by skyjake over 9 years ago
- Status changed from New to In Progress
- Assignee set to skyjake
- Target version set to 1.15
#6 Updated by skyjake over 9 years ago
Fixing this should be pretty trivial so I'll take care of it for 1.15.
#7 Updated by skyjake over 9 years ago
- Status changed from In Progress to Closed
- % Done changed from 0 to 100
Fixed|UI|Client: Show projected mouse cursor in all displacing VR modes
All VR modes that move window content around should use the custom cursor
since it will then be appropriately duplicated in the per-eye views.
IssueID #1941