Help with integration Oculus in Left Handed Coordinate Engine (DX11)
I am struggling getting the Oculus to work as expected in respect to the camera view. My Engine is in DX11 and uses Left Handed Coordinate system. Is there any small example which shows me how to properly to the rotation/translation of the matrices before rendering? Thanks in advance372Views0likes0CommentsOculusRoomTiny(DX11) - how to combine quaternions when observor can look up/down ?
Hey all, So, I've refactored OculusRoomTiny(DX11) to make it a little more useful. The code is here - same license as oculus code - use it if you want for anything. http://pastebin.com/jLA06b5m That replaces main.cpp in the oculus OculusRoomTiny(DX11) sample project. Controls are the same as the original, except cursor up/down now looks up down. That's the reason for posting - looking up/down introduces a problem. As you can see, when combining the eye & observor orientations transforms now generates incorrect results. As this is a common use scenario, I'm surprised the sample code doesn't demonstrate this. Likely a simple quaternion math issue, but as I'm sure others have encountered and solved this, I figured I'd post the refactored code and ask for help before diving deeper. Refactored code all yours if it's helpful. Thanks in advance. Best regards, Steve.1.4KViews0likes6Comments