PCVR/Link Development
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I would like it if a list of all the libraries I need to link against would be in the documentation.When upgrading to 0.42, I had the problem that I was suddenly getting linker errors, which I had to painfully find the source of (turned out I needed to add winmm.lib - which is mentioned nowhere in the docs, I believe.Now with 0.43, I have a similar issue on Linux (using Ubuntu 14.04, Gnome 3, GeForce GT 650M with Optimus):Linking CXX executable Program/usr/bin/ld: /pth/to/Project/Source/OculusSDK/LibOVR/Lib/Linux/Release/x86_64/libovr.a(OVR_SharedMemory.o): undefined reference to symbol 'shm_unlink@@GLIBC_2.2.5'//lib/x86_64-linux-gnu/librt.so.1: error adding symbols: DSO missing from command linecollect2: error: ld returned 1 exit statusmake[2]: *** [Program] Error 1make[1]: *** [CMakeFiles/Program.dir/all] Error 2make: *** [all] Error 2This seems to be related to libm.so not being added correctly?However, linking against it does not seem to do the trick. Am I doing something else wron
Hey Guys, my name is Aler, me and my team(Dexta Robotics @ "www.dextarobotics.com") have been working on a new type of hand motion capturing approach since last September. Over the year we made a lot of progress on making a truly affordable, easy to use and precise hand motion capturing device, called Dexmo. And we are super excited to share them with you since we finally got all patent applications filed...Obviously hands are important. In virtual reality, seeing your hands gives you better immersion, and it allows you to truly interact with the virtual world: this is just the way it should be, not keyboards or mouse. But what's keeping us from embracing the digital world where we could see our hands? We believe it's the price and cost of data gloves.According to our observation, most commercialized data-golves uses IMU(i.e. ControlVR, Noitom neurons) or bend-sensors(I.e.5DT, cyber gloves). Bend-sensors are expensive, and usually to regenerate a good hand model, the data-glove needs
I got an MHL adapter with USB OTG for my Galaxy Note 3. I was hoping that I would be able to display what's on my phone to the Oculus to develop an Android app for it, but when I plug the Oculus into the adapter, the light on the Oculus repeatedly flashes blue and orange and nothing is displayed. What does this mean? Does the Oculus work with MHL?Other facts:Plugging the USB cable from the Oculus into my phone with OTG and the HDMI cable into the computer lets the Oculus act as a second monitor for the computer. But HDMI into the phone and USB into the computer makes the light flash with no image.
With the release of Oculus support for Unity Free, we've just released a newly integrated VR asset package that works with Unity Pro (Mac and Windows) and Unity Free (currently Windows only). You can find it here: https://developer.leapmotion.com/downloads/unityThe VR assets let you access and use raw infrared imagery, as well as allow users to access desktop and VR modes (by detecting whether or not a Rift is connected, then setting the appropriate camera). These were previously separate, but will now be a single standard asset moving forward.As for supporting Unity Free on Mac, we've run into a catch-22 involving how Unity Free on Mac handles plugins, and we're working on the problem. We know that many of you are working with Unity Free on Mac, so this is important to us. Stay tuned!
Just wanted to let everyone know about http://www.voicewarrior.com/. It's a simple to use application that lets you create your own voice commands that execute tasks or key strokes.Since you can't see your keyboard while using the Rift, a voice command would be the next most natural input method.You could bind a command like "Exit Rift" to the alt-f4 keyboard combination to close the active window, or get more complex by binding it to a powershell script that finds a certain window and closes the app / kills the process.The application has just entered the open beta last week, and we would appreciate any feedback / bug reports.
Hello, I'm having some real trouble getting the perspective right.First of all, looking straight ahead, I am looking like 45 degrees down in the scene. No idea why.Secondly, the perspective is all fucked. as I look around the world distorts like crazy. It seems to be sorta treating each eye like 16x9, when they should be 8x9 if you get what i mean.Third, Is there a way to get raw degrees of FOV for each eye? the value I get is 1.4 something, i dont understand what that is.Fourth: How do I get rid of that stupid health and safety message?MATRIX4f VRDATA::GetEyeProjMatrix(const int& eyeIndex){ ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex]; Matrix4f matr = ovrMatrix4f_Projection(hmd->DefaultEyeFov[eyeIndex], 0.01f, 10000.0f, 1); return ConvertOVRMatrix(matr);}And I can swap the value from this with this:m_pipeline.Perspective(100.0f, (float)(g_graphicsManager->GetWidth() / 2.0f) / (float)g_graphicsManager->GetHeight(), 0.01f, 1000.0f);And I get the same result.This is the
So I have a DK2 and my preference is set to Extended (default). Whenever I click direct to rift the game just crashes. So, in order to play DK2 games I have to do the whole set rift as main monitor, lose my icons/taskbar and desperately try to find the folder the game is in so I can play it. Please tell me there's an easier way to do this!If you can fix this for me, please give a debilitated tutorial on how to do so. What Rift Preference, extended/direct, if I need to press buttons etc
Sorry if this has already been posted before, but I'm looking at the 360 heros gopro mount http://www.360heros.com which looks promising, but I cannot find any oculus enabled video samples from this device. It would be great to see how this compares to the 3d panorama system, which my guess also uses an array of gopro cameras. Anyone seen any videos posted from this device?
Hello,I asked this in another post but perhaps it is better I ask it in a separate thread. I am getting some peculiar messages from the Oculus SDK:The debug messages are coming from the CAPI_HMDState.h file saying that ovrHmd_EndFrame() was called before ovrHmd_BeginFrame(). However, as you can see from my loop below, I am calling ovr_BeginFrame() before ovrHmd_EndFrame().What gives?Why does the SDK believe that I am calling ovrHmd_EndFrame() without calling ovrHmd_BeginFrame()?Thank you for your time:static ovrFrameTiming Current_Frame = ovrHmd_BeginFrame(Main_HMD, 0);static ovrPosef Main_HMD_eyeRenderPose[2];static ovrMatrix4f OculusRiftProjection[2];static ovrMatrix4f OculusRiftView[2];static OVR::Vector3f Main_HMD_HeadPos(0.0f, 1.6f, -5.0f);static ovrTrackingState HmdState;ovrVector3f hmdToEyeViewOffset[2] = { Main_EyeRenderDesc[0].HmdToEyeViewOffset, Main_EyeRenderDesc[1].HmdToEyeViewOffset };ovrHmd_GetEyePoses(Main_HMD, 0, hmdToEyeViewOffset, Main_HMD_eyeRenderPose, &HmdState
We just wrapped up the 7th San Francisco Virtual Reality Event and this time it was live-streamed and recorded. Included are announcements from Sixense, Condition One, Jaunt, Pantomime, and more. Check it out:1:09:19 - Show start1:11:17 - Sponsor line up1:12:00 - Program line up1:12:37 - AtCost Catering1:14:35 - Organizer line up - Cris Miranda - Enter VR, 1:16:02 - Olga- artist, 1:17:01 Angelo - health, 1:17:59 - Host1:19:26 - First speaker - Skillman and Hackett - Tilt Brush, 1:33:30 - Q&A1:34:40 - Bright Light Immersive shoutout1:35:10 - Short announcement segment1:41:23 - Break2:10:52 - Pantomime Inc. reveal, Mobile Device Tracking, 2:15:00 Demonstration2:26:00 - Condition One movie release announcement2:26:40 - Sixense Gear VR integration announcement2:33:21 - Jaunt2:35:10 - UploadVR 11 city tour announcement - Q1 20152:39:10 - Break3:00:40 - Final speaker - Jeremy from World Viz - Flying in VR using free Vizard software, 3:11:15 - Q&A3:13:00 - Shoutouts - Milly the Browni
Is there a guide to writing a simple c++ console program that all it does is check the Rift's YPR and XYZ positions? My goal is to repeatedly send the position and rotation values to a memory-mapped file to be read by another program. Since not everything supports the Rift, I can get around that by making a game in any engine simply repeatedly read that RAM file. This method worked to implement the Kinect seamlessly in any game engine (or any kind of program for that matter), so I thought it might work here.Would anyone know where I can start?
Hello,So, as the title suggests, I am trying to create a simple GLFW+OpenGL+SDK0.4.3 example to model my larger project out of but I am running into trouble.I can't figure out what is wrong with the below code so I am hoping someone can help out.Of course, if we can get this working the community can use the example I am posting as a template for their projects.Thank you for your time.The code below has the following dependencies:GLEWGLFWGLMOculus Rift SDK 0.4.3Header File "Main.H":#include <iostream>#include <string>#include <sstream>#include <vector>#include <algorithm>#include <array>#ifndef OPENGL_INCLUDES_#define OPENGL_INCLUDES_#include "GL\glew.h"#ifndef GLFW_INCLUDES_#define GLFW_INCLUDES_#if defined(_WIN32)#include <Windows.h>#define GLFW_EXPOSE_NATIVE_WIN32#define GLFW_EXPOSE_NATIVE_WGL#elif defined(__linux__)#include <X11/X.h>#include <X11/extensions/Xrandr.h>#define GLFW_EXPOSE_NATIVE_X11#define GLFW_EXPOSE_NATIVE_GLX#en
i found this link and please comment on thishttp://www.airpano.com/files/Petra-Best-Jordan-Rift/start_low_e.htmlthanks
The title says it all. I unhooked my DK1 and tossed into the pile of computer junk sitting in my office, unboxed my new DK2, hooked it and the tracker camera up to my PC, installed the latest runtime, recalibrated IPD, and tried the rift world demo that comes with the latest SDK. Unfortunately, I couldn't see any facility for displaying that positional tracking is working, and no matter what way I was looking or aimed the camera, or in what position I mounted the camera, there was nothing resembling head tracking going on.Windows (7 64bit) showed it as a valid device in the device manager. Are there any tricks I'm missing? Are there any utilities to test that the positional camera actually works? I may have a dud, I've been at it for an hour. Thanks!
Edit: I think that my baseline needs to change to get rid of the 0.5 up front, but everything else still broken: float const baselength = near_ * std::tan(M_PI * (fov_/2.0 / 180.0));I've been stuck for the past few days trying to get my cameras set up. I finally understand why I need to put all the eye releated transforms in the Projection transform and not the ModelView transform, but now everything seems to be either ultra-zoomed in or out. The other question I have is related to the application of the Rift orientation matrix which I apply before rendering everything else then apply a pushmatrix to render the world in there. It seems like even if I look straight down I can still see things that are directly ahead stretched out to the top of the monitor like I'm in a fun-house mirror. Seems like my FOV isn't really the 90 degrees that I thought. Here are some of the relevant snippets of code in case anyone has some suggestions.Here is the projection code. What's odd is that modi
Hi there, I am having the followig problem. When I plug my rift in, my deskop is beeing displayed on the rift,but the configuration utility says "No device attached". I uninstalled/installed Oculus SDK v0.4.2 Beta a couple of times, but nothing changed. Then I tried using Oculus SDK v0.4.3 Beta but the problem remains.The Tuscany Demo is displayed as well but of course it does not detect any head motion.My Specs:Win 7 64-BitDell XPS 15 9530Graphics:Intel HD 4600 on boardnVidia GeForce GT 750MThanks a lot!Adrian
I noticed in OpenGL Direct HMD mode, the size of the application window affects the resolution in the HMD. If you make the application window size small, the image in the HMD will appear very blocky. As you increase the window size, the HMD image becomes sharper.I see the same problem with the Oculus World Demo when I compile it to use OpenGL. The problem does not happen when I compile it to use D3D.Any ideas on how to work around this?
My OS is Mac OS 10.8.5 and I'm using SDK 0.4.2. But why I can't find OculusRoomTiny in Samples file folder?Thank you.
Hi, I am working on an OVR project where people are sitting around the table. The user should be able to see the body, but if the user looks down he can see inside his body, I don't want to do that. I tried restricting the X axis in OVRCamera script.. it works but when you look absolutely down i.e 90 degrees the condition fails. I am wondering if anyone can help me on this one.
hello, I am brand new to the Oculus rift. I just order dk1(I'm 15 and cant afford the new model) and I was wondering if I can use the oculus rift as a hdmi monitor for an xbox 360 w/out using the gyroscope? thanks!
Hello,I am working on a project for uni, and I have the Oculus Rit DevKit2.Unity3D was going to be my engine of choice, but it seems that Oculus support is for the pro version only. I should have a 4 month free trial of UnityPro, however this is not long enough for my project and being a student I don't have the money to throw at the pro version. I have read recently that there are plans to add Oculus Rift support for Unity free, however there is no stated ETA.So I was wondering if there are any other suitable engines out there that have free integrated support for the Oculus Rift?I would be grateful for your suggestions! :)
Reposting since I didn't get any responses in community support.I'm writing a simple demo targetting 0.4.3 using GLFW3 and running on Mac OS. The demo is working perfectly in windowed mode, but I noticed that things seemed a bit flat when I went fullscreen on my DK2. I discovered that the SDK distortion system is only using the left eye framebuffer, so there is no stereoscopic effect. However, this only happens in full screen. If I view it in a window it works fine. Does anyone know why this would be happening?
According to the Oculus_Developer_Guide , I have installed the Runtime ,download the SDK and have run the demo.Everything is OK.But, when it comes to development ,I am confused.I don't konw how to start with SDK.Is there need some configuration in VS2010 ? Such as the .lib, .h?Someone can give me a instruction ? Or detailed steps for beginning a new project for myself ?I am looking forward for your reply.
Hello,I am attempting to use the new SDK (0.4.3) with GLFW for OpenGL development.The problem is that on Windows with using "Direct" mode GLFW crashes upon invoking glfwCreateWindow().Is anyone else using GLFW on the new SDK?Thank you.
you know how in Welcome to Oculus there is a room where you can watch TV..can someone make good awesome environments where you can watch your live TV like from Verizon in the Oculuslike obviously the oculus can replicate like a 600" OLED in actual sizelike it would be cool to have a different environment to be in depending on moodlike a green nice nature scenery sunny surrounding atmosphere or say inside a nice room or a theateralso able to give option to have curved screen like the expensive OLED curved Samsungsalso have option to increase or decrease the 3D depth convergencewould also be cool to have an environment like being in an airplane w/ turbulence commercial jet private jet all seat sections with real stewardest and say simulated flight where it takes off and land and you can hear the captainor like on an exercise bike using oculus in say a gym with a roadbike cycle or a roadbike machine like your on a mountain or somethinglike a bike machine where you can have a cool scenery
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