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AndyTheBald
11 years agoHonored Guest
The eye pose, and left-handed game engines
Hi there I'm struggling at the moment combining the pose's orientation with our view matrix, in our left-handed game engine. If I convert the quat as-is to a matrix, and then multiply it by our ...
AndyTheBald
11 years agoHonored Guest
"cybereality" wrote:
What engine/API are you using?
It's a proprietary engine I'm contracting to add some VR stuff to. So this is being done with the CAPI (and not with SDK render, as their Present() is a bit intertwined). I've looked over the C++ API, but don't really feel it will help. I have full source of their maths + render code, and don't see anything erroneous in the maths (have replaced all their key fn's with my maths lib, to the same effect, just to rule out any weirdness there).
I do have to transpose your left-handed projection matrix. When I do that, then I get what appears to be the non-centered version of the same viewport that I get without uploading your projection matrix at all, so I believe that's working.
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