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// This example shows how a pipelined OpenXR renderer should work to minimize latency | |
// and avoid common mistakes around timestamps and poses. | |
// This struct stores state that needs to persist from game thread to render thread. | |
// With a pipelined renderer there will be two frames active most of the time so that | |
// the renderer and game logic can run in parallel. | |
struct MyFrameState | |
{ | |
XrTime displayTime; | |
array<XrView> views; |