Forum Discussion
MajortomVR
11 years agoHonored Guest
Irrlicht/Ogre - Rift integration
I am planning to do a bit of development for the rift since forever. I would love to make something using a free 3D Engine like Irrlicht. Problem is there are no tutorials out on how to integrate the ...
Ybalrid
11 years agoExpert Protege
One of the problems I had is that the distorded image was vertically flipped. I have no idea why. I use the solution you can see on the ogre forums. Apparently it's something to do whith the UV coordinates of the mesh for warping the texture on it.
Adding that line fliped again the image so it's in the correct orientation :
But it feel strange having to do this. It does not seems to affect the "OculusWorldDemo" the Demo Scene of the configuration utility and the IPD measurement utility aren't affected by that change (image is still not flipped).
But the OpenGL example you can find here https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=8680 is flipped. So if somebody have an idea why the image is reversed with ogre...
I will try to find out if I have time, but since I know almost nothing about OpenGL... :(
Maybe I will do a more *cleaner* way of doing that fix (add function before that enable the added fix, so it's a manual setting and does not affect programs that haven't that issue. Yes, I tend to do bad solutions for problems like that... :oops: )
If a dev at Oculus can take a look about it... Event if it looks like it's an Ogre specific problem, even since the textures are not flipped before being processed by the SDK
Also, the given code doesn't care about what is the running OS. I see that the ovrGlConfig struct is slightly different on Windows...
Anyway, it's fun. hopefully it will be working with the DK2, No idea how to figure the 90° screen orientation stuff. Will the SDK take care about it like for the distortion? Or it's just a matter of setting up the screen orientation on the graphics card settings?
Adding that line fliped again the image so it's in the correct orientation :
eachEye[eyeNum].UVScaleOffset[0].y = -eachEye[eyeNum].UVScaleOffset[0].y;
But it feel strange having to do this. It does not seems to affect the "OculusWorldDemo" the Demo Scene of the configuration utility and the IPD measurement utility aren't affected by that change (image is still not flipped).
But the OpenGL example you can find here https://developer.oculusvr.com/forums/viewtopic.php?f=20&t=8680 is flipped. So if somebody have an idea why the image is reversed with ogre...
I will try to find out if I have time, but since I know almost nothing about OpenGL... :(
Maybe I will do a more *cleaner* way of doing that fix (add function before that enable the added fix, so it's a manual setting and does not affect programs that haven't that issue. Yes, I tend to do bad solutions for problems like that... :oops: )
If a dev at Oculus can take a look about it... Event if it looks like it's an Ogre specific problem, even since the textures are not flipped before being processed by the SDK
Also, the given code doesn't care about what is the running OS. I see that the ovrGlConfig struct is slightly different on Windows...
Anyway, it's fun. hopefully it will be working with the DK2, No idea how to figure the 90° screen orientation stuff. Will the SDK take care about it like for the distortion? Or it's just a matter of setting up the screen orientation on the graphics card settings?
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