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Restore stereoscopic geometry correctness, by inserting a minus sign where it always should have been, after finding that a compensating minus sign, where it probably should not have been anyway, was removed during the recent floating point refactoring.
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@ -73,7 +73,7 @@ VSMatrix ShiftedEyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLO
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/* virtual */
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/* virtual */
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void ShiftedEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
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void ShiftedEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
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{
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{
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FLOATTYPE dx = cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
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FLOATTYPE dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
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FLOATTYPE dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
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FLOATTYPE dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
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outViewShift[0] = dx;
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outViewShift[0] = dx;
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outViewShift[1] = dy;
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outViewShift[1] = dy;
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