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Sankhesh Jhaveri authored
This commit addresses proper rendering, particularly by `vtkOpenGLGPUVolumeRaycastMapper`, when the head-mounted display (HMD) is positioned inside the volume. The issue is resolved by ensuring correct computation of the view frustum when the camera is tracking the HMD and is positioned inside the volume. The computation of the view frustum is adapted to account for the left and right eye matrices explicitly created for VR. Note that the updated logic adjusts the frustum computation: it utilizes the left/right matrices when tracking the HMD, and defaults to the regular frustum computation method based on the viewport aspect ratio if hardware picking is enabled. In hardware picking scenarios, the camera's viewpoint is aligned with the wand controller, and TrackHMD is disabled to maintain stability and prevent unintended scene changes. Co-authored-by: Lucas Gandel <lucas.gandel@kitware.com> Co-authored-by: Jean-Christophe Fillion-Robin <jchris.fillionr@kitware.com>