Thanks for the lightning fast reply
this is great news that the issue with the right eye is solved.
Do you have an idea how a more permanent fix of this might look like?
Regarding the volume rendering points:
- SetScalarOpacityUnitDistance doesn’t help, it was caused by similar reasons than 2:
- Yes it helped! We actually had that already in the code, but I had experimented with moving VR initialization (including ResetCamera, ResetCameraClipping and event loop start) to before adding the rendering stuff. When calling these after adding the renderers, it works again.
- Looking forward to a fix, don’t think I can help here unfortunately.