Why get the head orientation for each eye?
The example code in the documentation on page 31 is reading and applying the head position for each eye seperately.
This leads to both eyes rendering something differently if my program is running slow enough. So why not read the orientation once and just apply it to both eye cameras?
Sure, programs for the Rift should run at a constant fps rate anyway, but you can always have a bit of lag at times.
This leads to both eyes rendering something differently if my program is running slow enough. So why not read the orientation once and just apply it to both eye cameras?
Sure, programs for the Rift should run at a constant fps rate anyway, but you can always have a bit of lag at times.
