Rendering of CenterSphere – After – UNO SHADER – Turn Z_WRITE OFF
Connection Headset
Scaler switch fix
Scaling properly on TransformPointCloud()
Compute shader selection
Attractor/Emiter/CenterSphere handler – display
public void transformPointCloud() { if (particles != null) { particles.GetData(pOutputBuffer); Vector3 lastPos; Quaternion lastRota; centerSphere.GetComponent<CenterSphere_Interactions>().getLast_Spawn(out lastPos, out lastRota); Transform tSource_Current = centerSphere.transform; Quaternion qDelta = tSource_Current.rotation * Quaternion.Inverse(lastRota); //P' = RPR' //P' = H(H(R, P), R') Vector3 pT0; Quaternion qT0; Quaternion qT1; Vector3 pT1; for (int i = 0; i < pOutputBuffer.Length; i++) { pT0 = pOutputBuffer[i].position - lastPos; qT0.x = pT0.x; qT0.y = pT0.y; qT0.z = pT0.z; qT0.w = 0; qT1 = (qDelta * qT0) * Quaternion.Inverse(qDelta); pT1.x = qT1.x; pT1.y = qT1.y; pT1.z = qT1.z; pOutputBuffer[i].position = pT1 + centerSphere.transform.position; } particles.Dispose(); particles = new ComputeBuffer(pOutputBuffer.Length, particleSizeOf, ComputeBufferType.Default); particles.SetData(pOutputBuffer); activeCompute.SetBuffer(kernel, "particles", particles); } }