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vive trigger/axes processing prevents continuous values #22

@grrrwaaa

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@grrrwaaa

The way the trigger and axis handling is done in the openvr binding captures an instantaneous value, rather than the current actual value of the trigger/axis; setTriggerValue() is only called if the trigger touch state changes. This doesn't match how the oculus binding is done, where setTriggerValue() is called every time.

More importantly it doesn't allow a continuous sampling of the trigger or axis state, which is weird.

(Also, the difference between touch and press events is not captured by the Cinder-VR binding at the moment.)

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