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Since there have been a great many changes to how Three.js handles WebVR since r87, I thought it would be simpler to jump over past issues, like #10, and go directly to the newest version. This PR updates the demo to use current methods. Live link here for testing:
https://rawgit.com/paulmasson/THREE.VRController/patch-3/
I can verify that it functions as expected for Oculus Go, but only with the standing matrix not set. I do not have other equipment for testing, so someone else needs to do that. I would assume past issues have been addressed for 6DOF equipment.