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July 9, 2016
Solved

Camera Rotation

  • July 9, 2016
  • 2 replies
  • 1088 views
So I've rendered but a simple textured square in the rift, however when I rotated my head it horizontally the square remains centered in my view. I am guessing I have to apply an opposite rotation to the camera. My question is this the correct way to do it or did I somehow mess up with my camera rotations. Thing is if I move my head vertically it does not stay centered but acts how I would expect.
    Best answer by cybereality
    If coded correct, it should appear like the quad is staying still in real space (while your head is looking around). If the quad is moving with your head (i.e. it looks like it's attached to your face) then something is wrong.

    The samples that come with the SDK show how to handle camera rotation. This doc page has some info as well. 
    https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/

    2 replies

    Inspiring
    July 9, 2016
    If coded correct, it should appear like the quad is staying still in real space (while your head is looking around). If the quad is moving with your head (i.e. it looks like it's attached to your face) then something is wrong.

    The samples that come with the SDK show how to handle camera rotation. This doc page has some info as well. 
    https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-sensor/
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    July 10, 2016
    I goofed I meant to call ovr_recentertrackingorigin() outside of the loop I think I put it in there for troubleshooting issues then forgot to remove it.