diff --git a/src/app_vr.cpp b/src/app_vr.cpp index d97e21f..dd5dff8 100644 --- a/src/app_vr.cpp +++ b/src/app_vr.cpp @@ -66,7 +66,7 @@ void App::vr_update(float dt) auto n = glm::normalize(glm::vec3(glm::vec4(0, 0, 1, 0) * mm)); auto u = glm::normalize(glm::vec3(glm::vec4(0, 1, 0, 0) * mm)); auto co = vr_controllers[0].get_pos(); - auto cd = glm::mat3(vr_controllers[0].m_mat) * glm::vec3(0, 0, -1); + auto cd = glm::mat3(vr_controllers[0].m_mat) * glm::mat3(glm::eulerAngleX(glm::radians(-30.f))) * glm::vec3(0, 0, -1); ui_inside = false; glm::vec3 hit; float t; @@ -426,7 +426,7 @@ void App::vr_draw(const glm::mat4& proj, const glm::mat4& camera, const glm::mat // draw the motion controller sphere if (vr_controllers_enabled && ui_visible && ui_inside) { - auto mvp = proj * camera * vr_controllers[0].m_mat; + auto mvp = proj * camera * vr_controllers[0].m_mat * glm::eulerAngleX(glm::radians(-30.f)); ShaderManager::use(kShader::Color); ShaderManager::u_vec4(kShaderUniform::Col, { 1, 0, 1, 1 }); ShaderManager::u_mat4(kShaderUniform::MVP, mvp * glm::scale(glm::vec3(.0125, .0125, .07))); diff --git a/src/main.cpp b/src/main.cpp index e680d48..62baa99 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -685,7 +685,7 @@ bool win32_vr_start() const int framerate = (1.f / target_tick_rate) * 1000; const int diff = framerate - (t1 - t0); - hmd_render_cv.wait_for(lock, std::chrono::milliseconds(diff)); + //hmd_render_cv.wait_for(lock, std::chrono::milliseconds(diff)); t0 = t1; } App::I->vr_active = false;