scale issues
I am trying to retrofit the rift to some opengl applications
I am setting the projection matrix like so
Vector3f headTrack(m_eyeRenderPose[eye].Position); // need to scale
Matrix4f MVPMatrix = Matrix4f(ovrMatrix4f_Projection(m_eyeRenderDesc[eye].Fov, -myNear, -myFar, true)) * Matrix4f(Quatf(m_eyeRenderPose[eye].Orientation).Inverted()) * Matrix4f::Translation(-headTrack);
The problem is, some of the apps are using for example a near clipping plane of say 500 or 1000 with objects draw with very large scales
The head or eye position needs to be scaled to match.
How can I do this? What is the correct maths.
I am setting the projection matrix like so
Vector3f headTrack(m_eyeRenderPose[eye].Position); // need to scale
Matrix4f MVPMatrix = Matrix4f(ovrMatrix4f_Projection(m_eyeRenderDesc[eye].Fov, -myNear, -myFar, true)) * Matrix4f(Quatf(m_eyeRenderPose[eye].Orientation).Inverted()) * Matrix4f::Translation(-headTrack);
The problem is, some of the apps are using for example a near clipping plane of say 500 or 1000 with objects draw with very large scales
The head or eye position needs to be scaled to match.
How can I do this? What is the correct maths.
