Combine field-of-vision and projection matrix, to fix Oculus distortions #134
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This PR is another step along the road to fix distortions on the Oculus.
The main change is that the call to
CameraEye::SetPerspective()
receives a combination of the field-of-vision projection and the projection matrix provided by the Oculus SDK. Furthermore, this now happens on each frame.This change is able to fix the distortions in WebXR that happen when the user sets the inter-eye distance to
1
or3
and then starts a WebXR experience.The only remaining problem happens when the user changes the inter-eye distance while in the middle of a WebXR experience. My suspicion is that Gecko gets the correct values when WebXR is launched, but those values are not updated afterwards.