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Currently the canvas of the Pass returned by layer:getPass uses the same depth/MSAA settings from the main headset pass. This isn't always needed, especially when rendering 2D content to the layer. Maybe lovr.headset.newLayer could take a depth and samples options that control the canvas settings for the layer.
The text was updated successfully, but these errors were encountered:
Currently the canvas of the
Pass
returned bylayer:getPass
uses the same depth/MSAA settings from the main headset pass. This isn't always needed, especially when rendering 2D content to the layer. Maybelovr.headset.newLayer
could take adepth
andsamples
options that control the canvas settings for the layer.The text was updated successfully, but these errors were encountered: