diff --git a/libraries/gpu/src/gpu/Context.cpp b/libraries/gpu/src/gpu/Context.cpp index 013433102a..46c07e4265 100644 --- a/libraries/gpu/src/gpu/Context.cpp +++ b/libraries/gpu/src/gpu/Context.cpp @@ -76,7 +76,10 @@ void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, cons const Backend::TransformCamera& Backend::TransformCamera::recomputeDerived(const Transform& xformView) const { _projectionInverse = glm::inverse(_projection); - // _viewInverse = glm::inverse(_view); + + // Get the viewEyeToWorld matrix form the transformView as passed to the gpu::Batch + // this is the "_viewInverse" fed to the shader + // Genetrate the "_view" matrix as wekll forom the xform xformView.getMatrix(_viewInverse); _view = glm::inverse(_viewInverse); @@ -90,12 +93,9 @@ Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const S TransformCamera result = *this; Transform offsetTransform = xformView; if (!_stereo._skybox) { - result._view = _stereo._eyeViews[eye] * result._view; offsetTransform.postTranslate(-Vec3(_stereo._eyeViews[eye][3])); } else { - // glm::mat4 skyboxView = _stereo._eyeViews[eye]; - // skyboxView[3] = vec4(0, 0, 0, 1); - // result._view = skyboxView * result._view; + // FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future } result._projection = _stereo._eyeProjections[eye]; result.recomputeDerived(xformView);