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);
}
}

