Forum Discussion
thebitahead
12 years agoHonored Guest
Oculus Rift & VRPN & even more
Hey Guys,
as everybody I really enjoy using my Oculus Rift. After working and developing with Unity3D, I now want to use some other tools. So maybe you can help me – or said in another way ... I am sure you can.
I try to get some OpenGL Applications, in an DIY-way, ready for the Oculus Experience.
We need two things to get it done... First the tracking of the Oculus and second the correct image from the Software-to-Oculus.
The Application I created has an VRPN for tracking the rotation of the Oculus and there is a tool to get this done. So problem solved.
The second problem is much more complicated and I could not really figure out how to solve it. Lets say... I deploy with my application in OpenGL... is there a simple Script, Software, driver... which can add the S3D things (2nd cam and lens distortion) ?? I really could not find any solution via google or so on.
Before you ask... the software is an In-house tool...
thanks a lot.
as everybody I really enjoy using my Oculus Rift. After working and developing with Unity3D, I now want to use some other tools. So maybe you can help me – or said in another way ... I am sure you can.
I try to get some OpenGL Applications, in an DIY-way, ready for the Oculus Experience.
We need two things to get it done... First the tracking of the Oculus and second the correct image from the Software-to-Oculus.
The Application I created has an VRPN for tracking the rotation of the Oculus and there is a tool to get this done. So problem solved.
The second problem is much more complicated and I could not really figure out how to solve it. Lets say... I deploy with my application in OpenGL... is there a simple Script, Software, driver... which can add the S3D things (2nd cam and lens distortion) ?? I really could not find any solution via google or so on.
Before you ask... the software is an In-house tool...
thanks a lot.
1 Reply
- jhericoAdventurerThe SDK samples include code that demonstrates using the SDK to render from two different viewpoints and apply the distortion. You can look at the OculusRoomTiny to see how it works in Direct3D. Applying that to OpenGL shouldn't be too difficult. Alternatively there are is a more complex example in OculusWorldDemo and CommonSrc that has an OpenGL option.
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