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This repository has been archived by the owner on Sep 7, 2022. It is now read-only.
I'm not sure what's happening here, but you can see it most clearly when you drag a panel. The spot where the laser is hitting moves with a bit of lag.
It's probably because the update of DATGUIVR is happening on its own requestAnimationFrame.
This saves the user from having to add another line in their render step (and sometimes may not be possible if they are using a locked in boilerplate).
I'm not sure what's happening here, but you can see it most clearly when you drag a panel. The spot where the laser is hitting moves with a bit of lag.
In this video, the controller has a permanent blue line extending from the controller. You can see how our laser gets out of sync with it. (To check it out yourself, see http://localhost:8000/tests/three_examples/webvr_vive_dragging.html )
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