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LOCAL_FLOOR sits at the display-anchored origin's y=0 (~0.12 m below the eye) rather than a physical floor — decide the intended semantics for a desktop 3D display #1741

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@dfattal

In the CTS local_floor-local and local_floor-stage scenario cases the floor slab renders about 0.12 m below the viewer's eye, as a large green plane just under the content. The runtime places LOCAL_FLOOR at y = 0 of the display-anchored root with no floor offset. Shared state-tracker code; d3d11 behaves the same and both platforms recorded PASS for parity.

A strict reading of the test ("the floor is at physical floor height") would fail it. For a desktop glasses-free display there is no tracked floor, so the question is a product decision:

  • keep LOCAL_FLOOR = display-anchored y=0 (current), documenting why;
  • or offset it by an estimated seated eye height (e.g. the nominal viewer distance below the eye, or a configured value), so floor-relative content lands sensibly;
  • or derive it from the vendor plug-in's display mounting info if available.

Needs a decision from the maintainer before a conformance submission. Evidence: #1738 harness run, 2026-09-25. Related: #1523.

🤖 Generated with Claude Code

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