PCVR/Link Development
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Hey Riftareenos.I was wondering if you had a rough idea when the OVR SDK would be made public, or at least available for the Kickstarter and preorder people? I wanted to make sure that we had our Torque 3D integration and demo all ready for that time so we could officially announce support at the same time. I think our community will be pleasantly surprised that we will support the Rift on day 1. :geek: Thanks!- Dave
Hey Rift Peeps!While working on the HMD side of the SDK I found that I needed to dissect and make use of parts of the OculusWorldDemo. These calculations will be required for anyone that is attempting to use the distortion shader so are good candidates to move out of the demo and into the SDK itself. Perhaps they could go under a utilities section, or even as part of the HMDInfo class?XCenterOffsetThis is currently calculated as part of StereoConfig::updateDistortionOffsetAndScale(). This could be a function that takes a HMDInfo and returns the calculated XCenterOffset.Distortion ScaleThis is also currently calculated as part of StereoConfig::updateDistortionOffsetAndScale(). This could be a function that takes a HMDInfo and returns the calculated Scale. It would also be good to have an optional bool that will calculate the Scale without attempting to fit in any direction (i.e. don't want to upscale the input texture). In the current StereoConfig calculation this would be the equ
Hey Rift Peeps.In reading through the OVR docs there is mention of reference counting. And in looking at the example code I see that the OVR::Ptr<> template is used throughout. I was wondering if the SDK reference counting then depends on the use of the OVR::Ptr<> template, or is it internal to the device (and device manager) objects themselves when they are created?For example, when using the DeviceManager class could I do something like this (just an example thrown together here)?class OVRManager{protected: OVR::DeviceManger* mDeviceManager;public: OVRManager() { mDeviceManager = OVR::DeviceManager::Create(); } virtual ~OVRManager() { mDeviceManager->Release(); }};Or is using the OVR::Ptr<> template a requirement for working with all device objects, including the manager?Thanks!- Dave
Hello.As I understand it, if a developer wishes to use either the Unreal Engine or Unity there are the following restrictions:- A full UE3 license is required to make use of the Rift integration- A Unit 4.x Pro license is required to use the RiftIs this still expected to be the case when the development kit is launched, or will the free version of either engine be a viable alternative?- Dave
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