I have a question concerning the rotation of the whole VR Environment.
With the currently implemented OnPinch() and OnPan() Methods the whole environment can be scaled and moved. Now i want to use the OnRotate() method to rotate the whole world.
I think this is not working as in the OnPinch() method the vtkInteractorStyle3D::SetScale() method is called. Here the position of the HMD should be moved to compensate for the scaling. In a comment it is noted:
“New camera properties are overridden by virtual reality render window if head-mounted display is tracked”
Is this also the case for the rotation of the camera?
The problem is, although the world can now be rotated, I see everything double until the end of the rotation. That means the original orientation of the Wolrd and its Objects remains visible as well as its currently rotated state until i exit the rotation mode - then i only see the correct rotated objects.
(I start the rotation by pressing the grip button on both controllers which calls the OnRotate() method)