- canvas size (
display.getEyeParameters('left').renderWidth
) - render webGL to both eyes
- render 2 camera matricies
- use frameData proj/view mats
- proper vr animation frame updating
- controller input transforms
- sync matcap shader
-
controller ray instead of mouse ray for cursor
- call SculptGL.onDeviceMove every frame (from WEBVR.update)
- SculptBase.preUpdate calls Picking fns with controller ray
- Route controller trigger to onDeviceDown
-
show ray visual
-
ray distance to brush size
-
use trigger sensitivity
-
prevent out of control tool updates (large radius, wonky geom, updating every frame)
-
grip buttons
- translate model
- relative rotation
- double scales model
-
delta rotation
- can't seem to reconstruct model matrix when using M.getRotation() oh ffs toji/gl-matrix#245
- need to take relative controller position into account
-
move tool
- rewrite from [x,y] mouse delta to pad position delta
- store stroke initial position, Move dir is delta from start?
- symmetry
- rewrite from [x,y] mouse delta to pad position delta
- transform/mesh scenegraph node
- mesh load pipeline with ui shaders
- left hand panels
- detect vr and if not supported show message (or adapt WEBVR.js)
-
scaled meshes mess thing up
-
can undo when no more history
-
2 grip scaling initial value needs to reset when one is unpressed
-
WEBVR.ControllerDistance needs to get distance to picking intersect
-
[/] remesh / save needs to normalize mesh
- preserve transform?
- normalize multiple meshes for save