diff --git a/interface/src/Application_render.cpp b/interface/src/Application_render.cpp index 1231e5834b..49748b7d0a 100644 --- a/interface/src/Application_render.cpp +++ b/interface/src/Application_render.cpp @@ -216,7 +216,7 @@ void Application::runRenderFrame(RenderArgs* renderArgs) { // Make sure the WorldBox is in the scene // For the record, this one RenderItem is the first one we created and added to the scene. - // We could meoee that code elsewhere but you know... + // We could move that code elsewhere but you know... if (!render::Item::isValidID(WorldBoxRenderData::_item)) { auto worldBoxRenderData = std::make_shared(); auto worldBoxRenderPayload = std::make_shared(worldBoxRenderData); diff --git a/libraries/display-plugins/src/display-plugins/hmd/DebugHmdDisplayPlugin.cpp b/libraries/display-plugins/src/display-plugins/hmd/DebugHmdDisplayPlugin.cpp index 6e397efbe5..9d73c21288 100644 --- a/libraries/display-plugins/src/display-plugins/hmd/DebugHmdDisplayPlugin.cpp +++ b/libraries/display-plugins/src/display-plugins/hmd/DebugHmdDisplayPlugin.cpp @@ -52,8 +52,8 @@ bool DebugHmdDisplayPlugin::internalActivate() { _eyeProjections[1][3] = vec4{ 0.000000000, 0.000000000, -0.0800003856, 0.000000000 }; _eyeInverseProjections[0] = glm::inverse(_eyeProjections[0]); _eyeInverseProjections[1] = glm::inverse(_eyeProjections[1]); - _eyeOffsets[0][3] = vec4{ -0.0327499993, 0.0, 0.0149999997, 1.0 }; - _eyeOffsets[1][3] = vec4{ 0.0327499993, 0.0, 0.0149999997, 1.0 }; + _eyeOffsets[0][3] = vec4{ -0.0327499993, 0.0, -0.0149999997, 1.0 }; + _eyeOffsets[1][3] = vec4{ 0.0327499993, 0.0, -0.0149999997, 1.0 }; _renderTargetSize = { 3024, 1680 }; _cullingProjection = _eyeProjections[0]; // This must come after the initialization, so that the values calculated @@ -63,10 +63,13 @@ bool DebugHmdDisplayPlugin::internalActivate() { } void DebugHmdDisplayPlugin::updatePresentPose() { + Parent::updatePresentPose(); +/* float yaw = sinf(secTimestampNow()) * 0.25f; float pitch = cosf(secTimestampNow()) * 0.25f; // Simulates head pose latency correction _currentPresentFrameInfo.presentPose = glm::mat4_cast(glm::angleAxis(yaw, Vectors::UP)) * glm::mat4_cast(glm::angleAxis(pitch, Vectors::RIGHT)); +*/ }