@@ -51,15 +51,15 @@ public static Matrix4x4 ConvertPose(OSVR.ClientKit.Pose3 pose)
5151 return Matrix4x4 . TRS ( Math . ConvertPosition ( pose . translation ) , Math . ConvertOrientation ( pose . rotation ) , Vector3 . zero ) ;
5252 }
5353
54- //@todo Rect takes left, top, width, height
54+ //Convert OSVR.ClientKit.Viewport to Rect
5555 public static Rect ConvertViewport ( OSVR . ClientKit . Viewport viewport )
5656 {
5757 //Unity expects normalized coordinates, not pixel coordinates
58- //@todo below assumes left and right eyes split the screen in half
58+ //@todo below assumes left and right eyes split the screen in half horizontally
5959 return new Rect ( viewport . Left / ( 2f * viewport . Width ) , viewport . Bottom / viewport . Height , viewport . Width / ( viewport . Width * 2f ) , 1 ) ;
6060 }
6161
62- //@todo is this correct?
62+ //Convert OSVR.ClientKit.Matrix44f to Matrix4x4
6363 public static Matrix4x4 ConvertMatrix ( OSVR . ClientKit . Matrix44f matrix )
6464 {
6565 Matrix4x4 matrix4x4 = new Matrix4x4 ( ) ;
@@ -73,7 +73,7 @@ public static Matrix4x4 ConvertMatrix(OSVR.ClientKit.Matrix44f matrix)
7373 matrix4x4 [ 3 , 1 ] = matrix . M7 ;
7474 matrix4x4 [ 0 , 2 ] = matrix . M8 ;
7575 matrix4x4 [ 1 , 2 ] = matrix . M9 ;
76- matrix4x4 [ 2 , 2 ] = matrix . M10 ; //flip?
76+ matrix4x4 [ 2 , 2 ] = matrix . M10 ;
7777 matrix4x4 [ 3 , 2 ] = matrix . M11 ;
7878 matrix4x4 [ 0 , 3 ] = matrix . M12 ;
7979 matrix4x4 [ 1 , 3 ] = matrix . M13 ;
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