The rendered stylus beam origin doesn’t start from the physical stylus tip but slightly further away on the right or left so the rendered beam appears weirdly “angled” from a user point of view. ( zspace 200 & WIn7, zCore 5, same behavior with the previous zCore ) .
It looks like the virtual and physical spaces are not synced/calibrated properly scale-wise : I also tested with objects constantly looking at the head position , they were not looking at my actual head, but at a point situated between my head and the screen. Changing the zcore scale factor didn’t help. Provided samples or new apps show same behaviors.
Moving the stylus across the screen (left/ right, up / down) with the stylus pointed normal to the screen shows that as the stylus moves towards the screen limits, the beam goes further away from the stylus tip ( higher when at the top, lower when at the bottom, etc) . the beam also angles a bit. (from straight normal to the screen when the stylus is above the center of the screen, then angled when the stylus (which is still oriented normal to the screen) is reaching a border.
I do have the same behavior whith the zspace experience demo.
Here’s how I was looking at the head :
m_Camera.position = m_zcore.GetFrustumEyePosition(ZCore.Eye.Center, ZCore.CoordinateSpace.World); m_UIElement.rotation = Quaternion.LookRotation(m_UIElement.position - m_Camera.position);
zspace software version 220.127.116.11745
display panel 18.104.22.168943
tracker version 22.214.171.124
formware kernel 126.96.36.199947