Hi Julien-Charles,

Julien-Charles Lévesque schrieb:
[...]

Here is my code... stripped down to a minimum. I assume that you have a 4x4 matrix containing orientation of your selector (lOrientation) and a vec3 containing it's position (lPosition). I built the polytope to point in the direction of positive y-axis. Sorry for the french variable names and comments here and there... I don't think they hurt readability much at this level :P

However, I wasn't able to extract a reliable 3x3 rotation matrix from mouse coordinates. I can only say that this code works well with the raw 3x3 orientation and position provided by my tracker. Do you have any idea for a desktop variation ? I can implement it. I could also integrate all this in the examplekeyboardmouse, once I've figured out how to do it with a mouse :P

You seem to use the same base-point for all but one
plane:

 lPlane.set(lNorm, lPosition);

This will give you a degenerated polytope of
volume 0.
Try using
 lPlane.set(lNorm, lPosition-radius*lNorm);
with some radius > 0


Cheers,

Peter
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