HTC Vive passthrough camera AR/VR development

The issue seems to be that I wasn’t handling multiple images being open simultaneously in the same OpenXR swapchain (which is allowed by the spec). I guess Epic must have improved on the pipelining starting from 5.3.

I pushed an update to the layer, see if it works:
https://github.com/Rectus/openxr-steamvr-passthrough/releases/tag/v0.2.6-beta