Forum Discussion
2EyeGuy
11 years agoAdventurer
SDK include issues
* The include files are in the Src folder rather than in the Include folder. * All the include files require you to include "Kernel/OVR_Types.h" first, or they don't work. That is just silly, if they...
jherico
11 years agoAdventurer
"2EyeGuy" wrote:
* The include files are in the Src folder rather than in the Include folder.
Yeah, this is the way it's been for quite a long time.
"2EyeGuy" wrote:
* All the include files require you to include "Kernel/OVR_Types.h" first, or they don't work. That is just silly, if they rely on OVR_Types.h they should include it themselves. I think the only thing they need from OVR_Types is OVR_OS_WIN32 etc.
* OVR_CAPI_GL.h requires wglext.h, glext.h, and gl.h. But the only thing it uses from them is a single usage of the type GLuint in gl.h, which you could have just replaced with an unsigned int and avoided all the OpenGL headers. I had to download and add wglext.h to Dolphin for no reason.
My version of the 0.3.2 SDK doesnt do any of that:
https://github.com/jherico/OculusSDK/blob/stable/Bindings/C/Include/OVR_CAPI.h
https://github.com/jherico/OculusSDK/blob/stable/Bindings/C/Include/OVR_CAPI_GL.h
It does require the user to include a GL header of some form before you include OVR_CAPI_GL.h and will produce a compiler error to that effect if you fail to do so.
"2EyeGuy" wrote:
You could even have just put all the OpenGL stuff in OVR_CAPI.h if you used "unsigned int".
No, you really can't. You can't ever assume that GLuint is the same as unsigned int. There are tons of platforms out there and tons of compilers, not to mention tons of OpenGL versions.
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