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Don't reset sensors when initializing or changing display plugins.
This should fix the issue with the Oculus starting up with the UI aligned to the HMD on your desk, rather then the configured default sitting pose.
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1 changed files with 10 additions and 1 deletions
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@ -69,6 +69,7 @@
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#include <AutoUpdater.h>
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#include <AudioInjectorManager.h>
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#include <CursorManager.h>
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#include <DebugDraw.h>
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#include <DeferredLightingEffect.h>
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#include <display-plugins/DisplayPlugin.h>
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#include <EntityScriptingInterface.h>
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@ -3287,6 +3288,14 @@ void Application::update(float deltaTime) {
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// update sensorToWorldMatrix for rendering camera.
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myAvatar->updateSensorToWorldMatrix();
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// AJT: TODO: make this a menu item.
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const bool DRAW_SENSOR_TO_WORLD_MATRIX = true;
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if (DRAW_SENSOR_TO_WORLD_MATRIX) {
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// draw the origin of the room in world space.
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glm::mat4 m = myAvatar->getSensorToWorldMatrix();
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DebugDraw::getInstance().addMarker("room", glmExtractRotation(m), extractTranslation(m), glm::vec4(1));
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}
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}
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@ -4811,7 +4820,7 @@ void Application::updateDisplayMode() {
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}
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}
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emit activeDisplayPluginChanged();
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resetSensors();
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Q_ASSERT_X(_displayPlugin, "Application::updateDisplayMode", "could not find an activated display plugin");
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}
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