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.

This commit is contained in:
Christopher Bruns 2016-04-09 21:46:14 -04:00
parent 072a5e60ae
commit bde94879ad

View file

@ -73,7 +73,7 @@ VSMatrix ShiftedEyePose::GetProjection(FLOATTYPE fov, FLOATTYPE aspectRatio, FLO
/* virtual */
void ShiftedEyePose::GetViewShift(FLOATTYPE yaw, FLOATTYPE outViewShift[3]) const
{
FLOATTYPE dx = cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
FLOATTYPE dx = -cos(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
FLOATTYPE dy = sin(DEG2RAD(yaw)) * vr_hunits_per_meter * shift;
outViewShift[0] = dx;
outViewShift[1] = dy;