Forum Discussion
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
"jherico" wrote:
handedness is something that's accounted for at the time of conversion from a quaternion into another type that does include handedness (like Euler angles or a matrix).
Hi Brad
Thanks for taking the time to reply. I am converting from a quaternion to a matrix, and doing the multiply with the two matrices, as there's no Mat * Quat in their maths lib. Are you saying there are two forms of quaternion => matrix? I've scoured the net, suspecting that may be the case, but didn't find an alternative implementation.
I was really keen to avoid going via Euler angles, as I thought you got a singularity/gimbal issue ?
I was unsure whether the pose should be applied to the camera's matrix, or the view matrix and have tried both, to no success.
Andy
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device
Other Meta Support
Related Content
- 6 months ago
- 1 year ago
- 2 years ago
- 9 months ago