Fix various minor typos

This commit is contained in:
melquiadess
2024-04-20 16:41:23 +01:00
parent 9328a321e7
commit dbe3a88377
22 changed files with 31 additions and 31 deletions
+3 -3
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@@ -203,12 +203,12 @@ The XR runtime can use this for improved reprojection.
Startup Alert
-------------
If enabled this will result in an alert message presented to the user if OpenXR fails to start.
We don't always receive feedback from the XR system as to why starting fails. If we do we log this to the console.
If enabled, this will result in an alert message presented to the user if OpenXR fails to start.
We don't always receive feedback from the XR system as to why starting fails. If we do, we log this to the console.
Common failure reasons are:
- No OpenXR runtime is installed on the host system.
- Microsofts WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
- Microsoft's WMR OpenXR runtime is currently active, this only supports DirectX and will fail if OpenGL or Vulkan is used.
- SteamVR is used but no headset is connected/turned on.
Disable this if you support a fallback mode in your game so it can be played in desktop mode when no VR headset is connected,
+1 -1
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@@ -201,7 +201,7 @@ OpenXR defines a number of bindable input poses that are commonly available for
There are no rules for which poses are supported for different controllers.
The poses OpenXR currently defines are:
* The aim pose on most controllers is positioned slightly infront of the controller and aims forward.
* The aim pose on most controllers is positioned slightly in front of the controller and aims forward.
This is a great pose to use for laser pointers or to align the muzzle of a weapon with.
* The grip pose on most controllers is positioned where the grip button is placed on the controller.
The orientation of this pose differs between controllers and can differ for the same controller on different XR runtimes.