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fix rotation of depth reticle
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1 changed files with 1 additions and 1 deletions
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@ -301,7 +301,7 @@ void ApplicationCompositor::displayOverlayTextureHmd(RenderArgs* renderArgs, int
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// look at borrowed from overlays
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float elevation = -asinf(relativePosition.y / glm::length(relativePosition));
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float azimuth = atan2f(relativePosition.x, relativePosition.z);
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glm::quat faceCamera = glm::quat(glm::vec3(elevation, azimuth, 0)) * quat(vec3(0, 0, -1)); // this extra *quat(vec3(0,0,-1)) was required to get the quad to flip this seems like we could optimize
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glm::quat faceCamera = glm::quat(glm::vec3(elevation, azimuth, 0)) * quat(vec3(0, -PI, 0)); // this extra *quat(vec3(0,-PI,0)) was required to get the quad to flip this seems like we could optimize
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Transform transform;
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transform.setTranslation(relativePosition);
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