Forum Discussion
aspin
11 years agoHonored Guest
Starter Projects / 'Hello World'-sort of Oculus tutorial?
Hey everyone!
I'm pretty new here, so apologizes if there's some stuff that I should have read before posting -- I did a bunch of searching, but never really found something that perfectly-enough addressed what I was trying to find.
I'm new to developing on Oculus (fairly experienced with web / mobile, but not quite as much with OpenGL or other graphics), and I'm basically having a pretty hard to getting setup or find the right resources to get really well setup (I've been looking at https://github.com/OculusRiftInAction/O ... ftInAction for reference, but it's not working perfectly for me). I'm developing on Mac using Xcode, and am having trouble ranging right starting from including the right files (I think?). Any help would be appreciated.
Right now: I have a project setup in which I included the OpenGL framework, and dragged in the LibOVR framework file, the libglfw3.3.1.dylib file (I'm including GLFW and GLM), and a GLM folder. That seems to be mostly be fine (though honestly, CMake kinda confuses me). One of the more pressing issues that I have right now is that the include information in files such as OVR_CAPI_GL.h (for ex.) refers to OVR_CAPI.h, which doesn't exist (I have OVR_CAPI_0_5_0.h, which I changed the line to, and that's the include problems for now, but...). I also doesn't seem to have a reference for the ovrHmd_GetFovTextureSize function, even though it appears in autocomplete. Can anyone help me out with this and/or point me to a general guide?
Thanks.
I'm pretty new here, so apologizes if there's some stuff that I should have read before posting -- I did a bunch of searching, but never really found something that perfectly-enough addressed what I was trying to find.
I'm new to developing on Oculus (fairly experienced with web / mobile, but not quite as much with OpenGL or other graphics), and I'm basically having a pretty hard to getting setup or find the right resources to get really well setup (I've been looking at https://github.com/OculusRiftInAction/O ... ftInAction for reference, but it's not working perfectly for me). I'm developing on Mac using Xcode, and am having trouble ranging right starting from including the right files (I think?). Any help would be appreciated.
Right now: I have a project setup in which I included the OpenGL framework, and dragged in the LibOVR framework file, the libglfw3.3.1.dylib file (I'm including GLFW and GLM), and a GLM folder. That seems to be mostly be fine (though honestly, CMake kinda confuses me). One of the more pressing issues that I have right now is that the include information in files such as OVR_CAPI_GL.h (for ex.) refers to OVR_CAPI.h, which doesn't exist (I have OVR_CAPI_0_5_0.h, which I changed the line to, and that's the include problems for now, but...). I also doesn't seem to have a reference for the ovrHmd_GetFovTextureSize function, even though it appears in autocomplete. Can anyone help me out with this and/or point me to a general guide?
Thanks.
4 Replies
- jhericoAdventurer
"aspin" wrote:
I've been looking at https://github.com/OculusRiftInAction/O ... ftInAction for reference, but it's not working perfectly for me.
What's the problem you're having exactly? If you follow the readme instructions you should end up with a XCode project you can open and work with."aspin" wrote:
One of the more pressing issues that I have right now is that the include information in files such as OVR_CAPI_GL.h (for ex.) refers to OVR_CAPI.h, which doesn't exist (I have OVR_CAPI_0_5_0.h, which I changed the line to, and that's the include problems for now, but...).
OVR_CAPI.h should be in the same directory as OVR_CAPI_GL.h and OVR_CAPI_0_5_0.h, specifically right here:
https://github.com/jherico/OculusSDK/tr ... VR/Include"aspin" wrote:
I also doesn't seem to have a reference for the ovrHmd_GetFovTextureSize function, even though it appears in autocomplete. Can anyone help me out with this and/or point me to a general guide?
That's on line 834 of OVR_CAPI_0_5_0.h: https://github.com/jherico/OculusSDK/bl ... 5_0.h#L834 - aspinHonored GuestMy issues isn't that your project isn't working -- I can open up your project and compile and run your projects, but I'm trying to create a blank project from scratch alongside and that's the part that's I'm struggling with. Namely, I have no idea how to get from zero to your apps setup (e.g. I don't really recognize your file structure and how all that works). Starting from zero (new Xcode C++ project), I dragged in the LibOVR.framework file, and that's where my issues start from.
That's on line 834 of OVR_CAPI_0_5_0.h
Right, that's actually there too -- I see that. But I still get an error: http://cl.ly/image/2H3T3t1n1U3t - jhericoAdventurer
"aspin" wrote:
My issues isn't that your project isn't working -- I can open up your project and compile and run your projects, but I'm trying to create a blank project from scratch alongside and that's the part that's I'm struggling with. Namely, I have no idea how to get from zero to your apps setup (e.g. I don't really recognize your file structure and how all that works). Starting from zero (new Xcode C++ project), I dragged in the LibOVR.framework file, and that's where my issues start from.
Yeah, we don't really try to dive into the specifics of importing an external library or SDK into a project because it can vary so much depending on the build system in use. Generally speaking it involves 'make sure you have the right include paths' and 'make sure you link against the provided libraries'.
If you're only ever going to target OSX, then figuring out how to do this on XCode may be the way to go, but if you ever want to support other platforms, I strongly recommend learning CMake. It's far easier to deal with that maintaining multiple projects for each platform.
I may try to spend some time updating my 'minimal example' here: https://github.com/jherico/OculusMinimalExample into a kind of template for Rift based projects."aspin" wrote:
Right, that's actually there too -- I see that. But I still get an error: http://cl.ly/image/2H3T3t1n1U3t
I don't see any image at that URL. - aspinHonored GuestAny recommendations oh stuff to read for either doing things specifically in Xcode or learning CMake for the first time then?
Whoops about that image -- not sure what happened, but the error message is "No matching function to call for 'ovrHmd_GetFovTextureSize' (despite the fact that autocomplete appears for that function)
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