Closed cabanier closed 3 years ago
CC @fordacious
Defining Y and Z automatically defines X, WebXR is right-handed.
We're following the WebXR definition of the axes, the only fudge factor is what is the "standard" hand position used -- I think in this spec it is "palms down", giving a -Z forward and +Y up.
The spec is silent on the direction of the X axis, only Y and Z are defined.
This is creating issues with interoperability because OpenXR's coordinate system is different than WebXR's. The WebXR spec states:
It seems that this is not the case for joint spaces. The Oculus browser treats joint spaces the same like all the other ones (and I believe Servo did as well since we had interoperability) but it seems that it needs to make an exception for joints which seems counterintuitive. @Manishearth do you remember working around this issue?