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January 27, 2015

How to get a program SBS

Okay, so I'm currently working on a port for stellarium, and I just can't get stellarium to show SBS. I don't need it 3D, because everything you look at is far away. So, I just need it to show up twice for both eyes. Anyone know how?

    7 replies

    Inspiring
    January 27, 2015
    If you are using the SDK rendered mode, you can try just feeding the same render target into both left and right buffers. I think that should work OK, but I haven't tried it.
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    New Participant
    January 27, 2015
    Hmm... the program that I'm making doesnt connect directly to the rift, and its for extended. Im not sure how I can make it SDK rendered mode though. Also, the app doesnt use UE4 or Unity.

    Edit: Im sorry, I should have been more specific on the first post :/
    Inspiring
    January 27, 2015
    You would use the C++ SDK, for example to combine with a DirectX or OpenGL application.
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    New Participant
    January 28, 2015
    I didnt think that i needed the SDK just to mirror the program twice... Well, Ill download it and see what happens.
    Inspiring
    January 28, 2015
    The reason you need the SDK is because you need more than SBS to support the Rift. In specific, the distortion and chromatic aberration correction are calculated by the SDK. Head-tracking is also important, even if you just float a 2D quad in space. Plus, there are rendering parameters that come from the user's profile (IPD, FOV, etc.) and these are necessary for the most comfortable experience.
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    New Participant
    January 28, 2015
    I think Stellarium is Open GL. I have headtracking already, using FreePIE(it makes the oculus a mouse), and I need it almost as simple as possible because this is literally my first program that I'm making for the Oculus. I also tried to use the SDK, and
    I can't figure out how to use it. Are there any tutorials?
    Inspiring
    January 28, 2015
    Start by reading the Oculus Developer Guide:

    https://developer.oculus.com/documentation/
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