This callback is called every frame after rendering to the headset and is usually used to render a mirror of the headset display onto the desktop window. It can be overridden for custom mirroring behavior. For example, you could render a single eye instead of a stereo view, apply postprocessing effects, add 2D UI, or render the scene from an entirely different viewpoint for a third person camera.
function lovr.mirror() -- your code here end
When this callback is called, the camera is located at
(0, 0, 0) and is looking down the negative-z axis.
Note that the usual graphics state applies while
lovr.mirror is invoked, so you may need to reset graphics state at the end of
lovr.draw to get the result you want.
lovr.mirror implementation draws the headset mirror texture to the window if the headset is active, or just calls
lovr.draw if there isn't a headset.
function lovr.mirror() if lovr.headset then local texture = lovr.headset.getMirrorTexture() if texture then lovr.graphics.fill(texture) end else lovr.graphics.clear() lovr.draw() end end