Closed svenhenrik closed 8 years ago
That could be useful.
@svenhenrik , for now, I suggest you counter the rotations from eye matrix. I did that for when my user decides to disable the VR mode, allowing for joystick control of the XZ angle (but I decided to keep the YZ rotation).
Not the best and optimal solution, but works.
Yeah, that's how I do it now, sort of. I invert the headmatrix and apply it to the eyeview in the first calls to onDrawEye and save the two eye matrices, then I apply them onto my own rotation. Works, but the SDK is still wasting resources doing headtracking in the background.
Thanks for the feedback but our goal is to improve head tracking, not disable it.
A lot of my users are experiencing problems with head tracking in later SDK:s, the big shift being between version 0.5.3 and 0.5.4.
I would like to experiment with providing my own head tracking, but the SDK doesn't make it very easy. I currently just ignore the headtransform and provide my own, but it's still being calculated in the background, wasting precious cycles.
Any chance we could get a call to disable head tracking completely? Or better yet, allow us to hook our own HeadTracker implementation into the SDK.