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OpenXR: Fix hiding/showing composition layers using hole punching #100763

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dsnopek
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@dsnopek dsnopek commented Dec 23, 2024

Currently, with a composition layer that uses hole punching, changing visible (to hide/show the composition layer) won't have an effect most of the time.

This is due to some old logic that is checking if the fallback node exists or not to see if we are using real composition layers (versus a fallback for OpenXR runtimes that don't support them). However, after we added the hole punching feature (in #91485), this logic no longer makes sense, because we are using the fallback mesh to setup hole punching as well.

So, this PR switches to checking is_natively_supported() instead, which is working in my testing

@dsnopek dsnopek added this to the 4.4 milestone Dec 23, 2024
@dsnopek dsnopek requested a review from a team as a code owner December 23, 2024 14:07
@dsnopek dsnopek added the cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release label Dec 23, 2024
@Repiteo Repiteo merged commit d12eeef into godotengine:master Dec 30, 2024
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Repiteo commented Dec 30, 2024

Thanks!

@akien-mga
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Cherry-picked for 4.3.1.

@akien-mga akien-mga removed the cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release label Jan 30, 2025
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4 participants