OpenXR: Use GLTFDocument function to get supported extension names#109630
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Repiteo merged 1 commit intogodotengine:masterfrom Aug 21, 2025
Merged
OpenXR: Use GLTFDocument function to get supported extension names#109630Repiteo merged 1 commit intogodotengine:masterfrom
Repiteo merged 1 commit intogodotengine:masterfrom
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dsnopek
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dsnopek
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Thanks!
I just tested this with SteamVR (which supports this OpenXR render models extension) with the openxr_render_models demo and it worked fine!
Since this feature was added for Godot 4.5, I feel like fixing this issue for release with 4.5 could make sense, so I'm going to change the milestone. But if other folks disagree, we can switch it back to 4.6
fire
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I came across this code added in PR #107388 with a redundant list of extensions, and this comment:
It's actually not a pain, GLTFDocument has function exactly for this purpose. In fact, this function was actually requested for this purpose but forgotten about. So, this PR uses it. The only complexity still in the OpenXR code is to convert Godot's
HashSet<String>to aVector<const char *>to pass to OpenXR, and the logic has been updated to only resize the arrays once, avoiding dynamic memory allocation.