[Solved] Problem using the pose quaternion
Hello,
I'm having trouble getting correct rotations with my custom game engine:
When I rotate the rift left, it goes right.
When I rotate up, it goes down...
However, when I roll, the rotation is good whatever direction I'm facing.
I've seen a few posts regarding a similar issue for left-handed cases. However, instead of using euler angles or converting to a view matrix, I'm using a direct copy frop the LibOVR's Quat type to my own Quaternion type (something like myHead.setRotation(Quaternion(quat.w, quat.x, quat.y, quat.z))..
I tried to invert the quaternion, but there is still wrong rotations here and there... not sure what I should do :?
Any idea how I can fix this?
Edit: I checked the values of quaternion (w,x,y,z) when rotating an object 90° right in both my engine and Unity3D for a reference: values are the same, but LibOVR gives different ones...
I'm having trouble getting correct rotations with my custom game engine:
When I rotate the rift left, it goes right.
When I rotate up, it goes down...
However, when I roll, the rotation is good whatever direction I'm facing.
I've seen a few posts regarding a similar issue for left-handed cases. However, instead of using euler angles or converting to a view matrix, I'm using a direct copy frop the LibOVR's Quat type to my own Quaternion type (something like myHead.setRotation(Quaternion(quat.w, quat.x, quat.y, quat.z))..
I tried to invert the quaternion, but there is still wrong rotations here and there... not sure what I should do :?
Any idea how I can fix this?
Edit: I checked the values of quaternion (w,x,y,z) when rotating an object 90° right in both my engine and Unity3D for a reference: values are the same, but LibOVR gives different ones...
