Future SDK Speculations?
Hi guys,
We all know that the first DK2 batch is hold one week for waiting new SDK release.
So, I was asking myself what the new SDK may add in term of functionality (not bug fixes and stuff)
If you have ideas, you can post them here ! :D
Even if we are wrong, it would be interesting to see what the dev comunity wants from OculusVR.
Personaly, I'm actually working with Ogre, I have a functional integration of 0.3.2 on Linux/OpenGL now but I'm trying hard to have flawlessly a full screen rendering on the rift only... (I have various windows management problems in fact)
The way the SDK work right now (in case of SDK Distortion Rendering, manual stuff stays manual stuff ^^") is "Create your window and then pass it to the SDK" (ovrXXXConfig struc)
I think I would found simpler to get an OS specific window handle with a window correctly set-up by the SDK and then putting my stuff inside (or just giving the 2 textures conainign both eyes renders, and let the SDK take care of it)
your turn ! :-D
We all know that the first DK2 batch is hold one week for waiting new SDK release.
So, I was asking myself what the new SDK may add in term of functionality (not bug fixes and stuff)
If you have ideas, you can post them here ! :D
Even if we are wrong, it would be interesting to see what the dev comunity wants from OculusVR.
Personaly, I'm actually working with Ogre, I have a functional integration of 0.3.2 on Linux/OpenGL now but I'm trying hard to have flawlessly a full screen rendering on the rift only... (I have various windows management problems in fact)
The way the SDK work right now (in case of SDK Distortion Rendering, manual stuff stays manual stuff ^^") is "Create your window and then pass it to the SDK" (ovrXXXConfig struc)
I think I would found simpler to get an OS specific window handle with a window correctly set-up by the SDK and then putting my stuff inside (or just giving the 2 textures conainign both eyes renders, and let the SDK take care of it)
your turn ! :-D
