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Fixed typos in several doc files (#8002)
* Fixed typos in - c_sharp_differences.rst - debugger_panel.rst - gdextension_cpp_example.rst - gui_using_fonts.rst - openxr_hand_tracking.rst - overview_of_debugging_tools.rst - setting_up_xr.rst - shading_language.rst - the_profiler.rst - your_second_3d_shader.rst * Update tutorials/shaders/shader_reference/shading_language.rst Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> * PR Feedback --------- Co-authored-by: Luna <2650849-Lunalicious@users.noreply.gitlab.com> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
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@@ -18,7 +18,7 @@ This allows the sensation of touch.
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Gloves are often also recognised as controllers and often will have additional controls such as buttons embedded.
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Three, inferred hand tracking.
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This has been the defacto approach since the early days of VR.
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This has been the de facto approach since the early days of VR.
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As we know the player is holding a controller and we know the position of this controller,
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we can infer where to render the players hand.
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Fingers can be positioned based on the controls the player is interacting with.
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@@ -166,7 +166,7 @@ For now the only option available here is through HTC trackers.
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There is an extension that becomes available if HTC trackers are supported by the XR runtime.
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These are fully exposed through the action map system.
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Godot has full support for these and you can setup the trackers in the action map.
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Godot has full support for these and you can setup the trackers in the action map.
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Each tracker is assigned a usage within the SteamVR interface.
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These are exposed through the following trackers:
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@@ -44,7 +44,7 @@ While in Godot 3 most things worked out of the box, Godot 4 needs a little more
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OpenXR
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------
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OpenXR is a new industry standard that allows different XR platforms to present themselves through a standardised API to XR applications. This standard is an open standard maintained by the Khronos Group and thus aligns very well with Godots interests.
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OpenXR is a new industry standard that allows different XR platforms to present themselves through a standardised API to XR applications. This standard is an open standard maintained by the Khronos Group and thus aligns very well with Godot's interests.
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The Vulkan implementation of OpenXR is closely integrated with Vulkan, taking over part of the Vulkan system. This requires tight integration of certain core graphics features in the Vulkan renderer which are needed before the XR system is setup. This was one of the main deciding factors to include OpenXR as a core interface.
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