I wanted to make this issue as a note that I'm not against exploring OpenXR over OpenVR for this project, since OpenXR seems like the future. I tried to get raylib and OpenXR working in the same project, but unfortunately ran into problem after problem including Windows.h (and pre-existing #define tricks didn't seem to work). Maybe I'll explore it again when I have more time.
What this means today is that the API has to be flexible enough to support either backend. On the developer end, this will look like a #define before importing raylib.
For now, I'm going to focus on developing good, working OpenVR support first. After achieving that basis, it should be easier to design the API.
Update: Totally forgot about WebXR as well. That would be fun to support. See https://www.w3.org/TR/webxr/, https://github.com/VhiteRabbit/emscripten-webxr.
I wanted to make this issue as a note that I'm not against exploring OpenXR over OpenVR for this project, since OpenXR seems like the future. I tried to get raylib and OpenXR working in the same project, but unfortunately ran into problem after problem including
Windows.h(and pre-existing#definetricks didn't seem to work). Maybe I'll explore it again when I have more time.What this means today is that the API has to be flexible enough to support either backend. On the developer end, this will look like a
#definebefore importing raylib.For now, I'm going to focus on developing good, working OpenVR support first. After achieving that basis, it should be easier to design the API.
Update: Totally forgot about WebXR as well. That would be fun to support. See https://www.w3.org/TR/webxr/, https://github.com/VhiteRabbit/emscripten-webxr.