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Partial revert of some WebVR 1.1 changes #9709

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merged 1 commit into from Sep 20, 2016
Merged

Partial revert of some WebVR 1.1 changes #9709

merged 1 commit into from Sep 20, 2016

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toji
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@toji toji commented Sep 18, 2016

They didn't produce correct eye translations in all cases (specifically
standing scenes.) This reverted version may not be 100% accurate on
future hardware (if the eyes have a rotation component, for example) but
it's correct on all current WebVR implementations. That's better than
blatantly wrong in some cases.

Use of the WebVR-provided projection matricies has been left in, since
that was working correctly.

Addresses #9708 for the time being. I'll keep looking into it.

They didn't produce correct eye translations in all cases (specifically
standing scenes.) This reverted version may not be 100% accurate on
future hardware (if the eyes have a rotation component, for example) but
it's correct on all current WebVR implementations. That's better than
blatantly wrong in some cases.

Use of the WebVR-provided projection matricies has been left in, since
that was working correctly.
@arturitu
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Thanks, I just updated the project with this provisional version and works great with 1.1.
I hope to be published soon.

@mrdoob mrdoob merged commit 75c9b19 into mrdoob:dev Sep 20, 2016
@mrdoob
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mrdoob commented Sep 20, 2016

Thanks!

@mrdoob
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mrdoob commented Sep 20, 2016

Should I cherry-pick this to master?

@toji
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toji commented Sep 20, 2016

Probably be a good idea. Without it anyone with the latest Chrome build will get weird stereo convergence issues on the Vive samples when looking up or down by a significant amount.

mrdoob pushed a commit that referenced this pull request Sep 20, 2016
They didn't produce correct eye translations in all cases (specifically
standing scenes.) This reverted version may not be 100% accurate on
future hardware (if the eyes have a rotation component, for example) but
it's correct on all current WebVR implementations. That's better than
blatantly wrong in some cases.

Use of the WebVR-provided projection matricies has been left in, since
that was working correctly.
@mrdoob
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mrdoob commented Sep 20, 2016

Done!

aardgoose pushed a commit to aardgoose/three.js that referenced this pull request Oct 7, 2016
They didn't produce correct eye translations in all cases (specifically
standing scenes.) This reverted version may not be 100% accurate on
future hardware (if the eyes have a rotation component, for example) but
it's correct on all current WebVR implementations. That's better than
blatantly wrong in some cases.

Use of the WebVR-provided projection matricies has been left in, since
that was working correctly.
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3 participants