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wwwtyro's avatar
wwwtyro
Honored Guest
12 years ago

Typo in docs and some gratitude

Page 7, first row in table, should be "WindowsPos", not "WindowPos".

I assumed a C API was too much to ask for, so I didn't bother. Then you guys just went and did it anyway. Awesome! Thank you.

6 Replies

  • ... and an error compiling a shader (DistortionTimewarpChroma_vs)

    CAPI_GL_DistortionRenderer.cpp, line 349:

    oColor = Color.r

    Where oColor is a vec4 and Color.r is a float.

    Sorry for posting this here but I'm not allowed to create a new thread as a new user. -sigh-

    Thanks,
    Daniel Dekkers
  • "DoZo1971" wrote:
    ... and an error compiling a shader (DistortionTimewarpChroma_vs)

    CAPI_GL_DistortionRenderer.cpp, line 349:

    oColor = Color.r;



    Replace with


    oColor = vec4(Color.r);


    Or you can use my copy of the SDK on github where this and a number of other issues have been fixed.
  • I enjoy re-walking your path for educational purposes. ;-) (No I don't).

    The nVidia shader compiler (I think it's integrated in the dll?) accepts this cast from float to vec4, while my AMD compiler (different system) doesn't. So I guess no one at the Oculus team is working on AMD (which is bad).

    Anyway, finally managed to make a small demo that shows distortion with the new SDK, just using OpenGL, GLEW, GLFW and the OculusSDK3.0.1.
  • "DoZo1971" wrote:
    I enjoy re-walking your path for educational purposes. ;-) (No I don't).

    The nVidia shader compiler (I think it's integrated in the dll?) accepts this cast from float to vec4, while my AMD compiler (different system) doesn't. So I guess no one at the Oculus team is working on AMD (which is bad).

    Anyway, finally managed to make a small demo that shows distortion with the new SDK, just using OpenGL, GLEW, GLFW and the OculusSDK3.0.1.


    It may also depend on how your OpenGL context is set up. Running the Oculus World Demo (on OpenGL) built from scratch worked just fine for me without any changes to the shaders, because the demo apparently doesn't set up as strict an OpenGL context as I do in my applications. When I run, even on nVidia, I get shader compiler errors if I'm running a 3.3 Core profile.