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WebXR VR Examples are broken #2442
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cc @floryst |
FYI @JiayiXuu, since you can provide input on how your codebase may be interacting with the webXR code. |
For the record, it looks like the error occurs when |
Current hypothesis is that #2415 exposed some issues in VR rendering that already existed, such as where vtkCamera.computeViewParametersFromPhysicalMatrix does not explicitly set the view matrix that computeCameraLightTransform expects to find. Adjusting this results in correct behavior where the camera rotates with the HMD, though the camera position appears fixed at the origin. |
In short - to fix the issue, maybe try removing all the calls to Long story: I can think of one thing that might break VR scene, |
If removing the calls fix the issue let me know, I'll open an MR and remove all |
Thanks for the background @JiayiXuu! I agree that the issue probably lies with the view matrix being updated unexpectedly. Removing the single |
Created #2447 to fix the issue. |
Closed by #2447. |
High-level description
The VR and SkyboxViewer examples appear to be nonfunctional. In both examples the stereoscopic camera views react improperly to headset movements and each eye even appears to drift independently while the headset is at rest.
Steps to reproduce
Detailed behavior
Expected behavior
Stereoscopic views move together in response to headset movements
Environment
master
Other Notes
Tested with both the Mozilla WebXR emulator and Meta Quest 2 HMD.
I have not made any recent changes in vtk.js so I am having to start from scratch on this investigation. Initial suspicion is that something changed in how we are handling camera parameters or 3D styles since the last time I touched these files.
WebXR AR applications are still fully functional.
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