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Mostly this was routine, but there were a few odd cases:
When creating a XRWebGLLayer there's a corner case where the GL context comes from a different realm than the XR session.
When a user calls the XRRigidTransform constructor, we don't have an XR session, so we just have to use the current realm, which might not be associated with a session.
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Was worried that we lost something in this section, but since the constructor defaults line up with what we had originally specified this is a nice cleanup. Thanks!
1. Set |result|'s {{XRRigidTransform/orientation}} to the quaternion that describes the rotation indicated by the top left 3x3 sub-matrix of |result|'s {{XRRigidTransform/matrix}}.
1. Set |result|'s {{XRRigidTransform/position}} to the vector given by the fourth column of |result|'s {{XRRigidTransform/matrix}}.
1. Let |result| be a [=new=] {{XRRigidTransform}} object in |realm|.
1. Set |result|'s {{XRRigidTransform/matrix}} to a [=new=] {{Float32Array}} in |realm|, the result of premultiplying |B|'s {{XRRigidTransform/matrix}} from the left onto |A|'s {{XRRigidTransform/matrix}}.
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Oh, not really worth it.
I wish I had the time to do the matrix infra spec so that this stuff wouldn't be necessary. We'd also be able to directly spec rigid transforms so there's no decomp-recomp going on
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Added text for each object creation saying which realm they get created in.
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