pub fn wait_get_poses(&self) -> Result<WaitPoses, CompositorError> {
        unsafe {
            let mut result: WaitPoses = mem::uninitialized();
            let e = self.0.WaitGetPoses.unwrap()(
                result.render.as_mut().as_mut_ptr() as *mut _,
                result.render.len() as u32,
                result.game.as_mut().as_mut_ptr() as *mut _,
                result.game.len() as u32,
            );
            if e == sys::EVRCompositorError_VRCompositorError_None {
                Ok(result)
            } else {
                Err(CompositorError(e))
            }
        }
    }
/// Block until a few milliseconds before the next vsync, then return poses for the next step of rendering and game
/// logic.
///
/// Poses are relative to the origin set by `set_tracking_space`.
Block until a few milliseconds before the next vsync, then return poses for the next step of rendering and game
logic.

Poses are relative to the origin set by `set_tracking_space`.
Block until a few milliseconds before the next vsync then return poses for the next step of rendering and game logic . Poses are relative to the origin set by ` set_tracking_space ` .
pub fn wait_get_poses(&self) -> Result<WaitPoses, CompositorError> {
        unsafe {
            let mut result: WaitPoses = mem::uninitialized();
            let e = self.0.WaitGetPoses.unwrap()(
                result.render.as_mut().as_mut_ptr() as *mut _,
                result.render.len() as u32,
                result.game.as_mut().as_mut_ptr() as *mut _,
                result.game.len() as u32,
            );
            if e == sys::EVRCompositorError_VRCompositorError_None {
                Ok(result)
            } else {
                Err(CompositorError(e))
            }
        }
    }
pub fn wait_get_poses ( & self ) -> Result < WaitPoses , CompositorError > { unsafe { let mut result : WaitPoses = mem :: uninitialized ( ) ; let e = self . 0 . WaitGetPoses . unwrap ( ) ( result . render . as_mut ( ) . as_mut_ptr ( ) as * mut _ , result . render . len ( ) as u32 , result . game . as_mut ( ) . as_mut_ptr ( ) as * mut _ , result . game . len ( ) as u32 , ) ; if e == sys :: EVRCompositorError_VRCompositorError_None { Ok ( result ) } else { Err ( CompositorError ( e ) ) } } }
Block until a few milliseconds before the next vsync, then return poses for the next step of rendering and game
logic.
Block until a few milliseconds before the next vsync then return poses for the next step of rendering and game logic .
&self