GetPredictedOrientation() causes shear on roll
Quatf hmdOrient = poculussensor->GetPredictedOrientation();
Matrix4f View = Matrix4f(hmdOrient);
If you use this matrix to render, yaw, and pitch work as intended, but of you roll(twist) your head, the scene shears.
as you can see I am not using the postprocess shaders now.
But this seems to be a problem when the quat is converted to a matrix. Maybe the matrix is not orthogonal.
here is my basic scene:

At 45 degrees, the tree and fence is no longer perpendicular to ground

At 90 degrees, it looks correct, but it is squashed, half height.

Any ideas? Is this the matrix I am supposed to use?
The sample programs convert the oculus matrix to euler angles, and then recreate a new matrix.
Is this because the matrix provided by oculus is wrong, or non orthogonal?
Matrix4f View = Matrix4f(hmdOrient);
If you use this matrix to render, yaw, and pitch work as intended, but of you roll(twist) your head, the scene shears.
as you can see I am not using the postprocess shaders now.
But this seems to be a problem when the quat is converted to a matrix. Maybe the matrix is not orthogonal.
here is my basic scene:

At 45 degrees, the tree and fence is no longer perpendicular to ground

At 90 degrees, it looks correct, but it is squashed, half height.

Any ideas? Is this the matrix I am supposed to use?
The sample programs convert the oculus matrix to euler angles, and then recreate a new matrix.
Is this because the matrix provided by oculus is wrong, or non orthogonal?
