Forum Discussion
Anonymous
11 years agoExample of SDK Distortion for Generic Plugin
A lot of people are probably facing the same problem: how to integrate rift distortion into an existing game engine, for example via plug-in. Getting hmd position and direction is easy, but doing ...
Vrally
11 years agoProtege
This is a quite common problem when retrofitting an engine with the Oculus Rift SDK. Eskil from Quel Solaar wrote a rather upset forum post about his integration issues:
viewtopic.php?f=20&t=19937
And Eskil is certainly not some newbie programmer. He is a veteran OpenGL programmer, who has contributed to the development of both the OpenGL standard as well as the OpenGL Shading Language. If he has problems, you can bet that other programmers will face similar challenges or worse.
I know it first hand with my own integration with OpenSceneGraph, were I have spent countless hours of trying to get SDK distortion rendering to work. I still have not succeed (although I have succeeded to get client distortion rendering to work).
The problem is that the Oculus SDK makes some rather broad assumptions of the initialization order, which makes SDK rendering fail miserably in my case. In my trials to get SDK rendering to work with I have ended up with three equally failed results:
And all because OpenSceneGraph uses lazy initialization of its contexts and textures. Which plays very badly with the Oculus way of initializing things.
viewtopic.php?f=20&t=19937
And Eskil is certainly not some newbie programmer. He is a veteran OpenGL programmer, who has contributed to the development of both the OpenGL standard as well as the OpenGL Shading Language. If he has problems, you can bet that other programmers will face similar challenges or worse.
I know it first hand with my own integration with OpenSceneGraph, were I have spent countless hours of trying to get SDK distortion rendering to work. I still have not succeed (although I have succeeded to get client distortion rendering to work).
The problem is that the Oculus SDK makes some rather broad assumptions of the initialization order, which makes SDK rendering fail miserably in my case. In my trials to get SDK rendering to work with I have ended up with three equally failed results:
- I hit the ASSERT inside CAPI_GL_Util.cpp in the CreateShared function(). The call to wglShareLists() fail every time.
- The application crashes deep inside the nvidia driver.
- The application only displays a black screen.
And all because OpenSceneGraph uses lazy initialization of its contexts and textures. Which plays very badly with the Oculus way of initializing things.
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