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...
2EyeGuy
11 years agoAdventurer
"jherico" wrote:"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.
No, there really aren't. Name one (which could run an Oculus Rift) that wouldn't work. Nobody is going to use an Oculus Rift on a 16 bit platform.
Anyway, the Oculus SDK already relies on unsigned int being 32 bits. See SensorDeviceImpl::onTrackerMessage for example.
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