PCVR/Link Development
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I'm integrating Oculus into my own OpenGL engine, and trying to figure out if this technique will work. Essentially, I'm rendering the left eye and right eye views into my own backbuffer, and then directly blitting the whole thing into the Oculus backbuffer like this (where "backbuffer" is my input texture):// Get the render target for this frameint currentIndex = 0;ovr_GetTextureSwapChainCurrentIndex(mOVRSession, mOVRTextureSwapChain, &currentIndex);GLuint currentRenderTargetTextureId;ovr_GetTextureSwapChainBufferGL(mOVRSession, mOVRTextureSwapChain, currentIndex, &currentRenderTargetTextureId);// Attach current texture to framebufferglBindFramebuffer(GL_DRAW_FRAMEBUFFER, mFramebufferId);glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, currentRenderTargetTextureId, 0);// Clear targetglClearColor(0.5f, 0.0f, 0.0f, 1.0f);glClear(GL_COLOR_BUFFER_BIT);// Copy input texture to framebufferGLuint inputFramebufferId = backbuffer->GetFrameBufferHandle
Hello guys, I am developing a project using my DK1, using the SDK 0.0.8.0 beta.I am not sure tough if this will work for CV1, I doesn`t own CV1 to test, so I need to know if the build will work smoothly when using CV1. Can someone tell me if it is ok this approach or maybe I should change de SDK even if it doesn`t work in DK1 but works fine in CV1?
HiyaHow are you all getting around developing for Touch/Hand controls, and room space...presuming that you currently have CV1?I have DK2 and CV1 should be on its way (NZ/Aus batch), however obviously this doesn't have the touch yet.The game I working on will have a first person, hand control component, and actually a spacial area (room scale) but can start reasonably small Im not really keen on buying a Vive as well $$$. But perhaps that is the best way to support both systems?I do have leap motion, so maybe that is my only option for now?Any one else in this situation?Cheers-P
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Hey all,So, I've refactored OculusRoomTiny(DX11) to make it a little more useful. The code is here - same license as oculus code - use it if you want for anything.http://pastebin.com/jLA06b5mThat replaces main.cpp in the oculus OculusRoomTiny(DX11) sample project.Controls are the same as the original, except cursor up/down now looks up down.That's the reason for posting - looking up/down introduces a problem. As you can see, when combining the eye & observor orientations transforms now generates incorrect results.As this is a common use scenario, I'm surprised the sample code doesn't demonstrate this.Likely a simple quaternion math issue, but as I'm sure others have encountered and solved this, I figured I'd post the refactored code and ask for help before diving deeper.Refactored code all yours if it's helpful.Thanks in advance.Best regards,Steve.
My computer crashed following microsoft's forced Windows 10 update (when I was not looking) Up till then I had the Oculus runing very nicely (DK2) having loaded setup.exe 1.3.2. I lost everything and had to reload the OS from scratch. Now I come to reinstall the Oculus drivers (now at ver 1.4.0), it says my computer is not up to the job - but it used to work - where can I find run time Ver 1.3.2 which accepted my PC hardware all be it that I got a warning message saying it did not meet spec?? Still worked though..... My application is flight simulation using FlyInside and P3d software. Not really interested in anything else at the moment.Pete D.
Hi,is it possible using the code from the sample OculusTinyRoom(DX11) to apply a texture to a solid from a HBITMAP?The sample code isTriangleSet walls; walls.AddSolidColorBox(-10.1f, 0.0f, -20.0f, -10.0f, 4.0f, 20.0f, 0xff808080); // Left Wall Add(new Model(&walls, Vector3f(0, 0, 0), new Material(new Texture(false, Sizei(256, 256), Texture::AUTO_WALL))));Let's say that I want apply a HBITMAP texture on this wall, how can I do it in a simple way?Thanks
So Oculus seems to have put a gate on the 1.3/1.4 drivers so that you can't even run them badly on a Surface Pro. Is there a way to circumvent this? I just need to show clients general status updates quickly and the Surface Pro until the new blocking update worked just fine for basic stuff. Is there a registry hack so that developers can keep working?
Hi,I am trying to integrate Oculus Support to a 3D modeling software.The software has its own Camera structure and rendering loop written in OpenGL.I figured the solution for stereo rendering is to change the position of the camera by a difference of IPD when rendering for each eye?My question is that the camera is located at some far distance OpenGL unit from the scene, e.g. at (0, 0, 5000).Then I would try to set the camera offset distance using ovr_GetRenderDesc() to calculate HMDtoEyeOffset by ovr_CalcEyePoses().And add HMDtoEyeOffset to the camera position for each eye rendering?But the offset I calculated using the Oculus SDK is relatively minimal, since I think one Oculus unit is 1 meter so calculated offset is about 0.032 units for each eye because IPD is 64mm.Is the assumption wrong that adding such a small offset to the camera located at (0,0,5000) viewing an object rendered at (0,0,0) would not matter enough to produce stereo effect? i.e. such a small offset is same as
I've started working on an integration with OpenSceneGraph (http://www.openscenegraph.org/) and although I don't have a Rift to test with yet what I've done looks pretty close to the Oculus World demo so I'm hoping I've done it right. If there are any OSG developers out there who could test out my code I'd really appreciate it. I found GLSL versions of the shaders in the OpenHMD project (http://openhmd.net/) which are referenced as vertexShaderSource and fragmentShaderSource. I based my work on the night vision effect example from the OpenSceneGraph Cookbook (http://www.packtpub.com/openscenegrap-3-for-advanced-3d-programming-using-api-cookbook/book) and my code uses the functions from that example to create the RTT & HUD cameras as well as the quads. The source is available at https://github.com/xarray/osgRecipes. I have pseudocode where the scene is added to the cameras (step five in the cookbook) and where the cameras are added to the root node (step 7 in the cookbook) because I
Hi,I'm very new to this field, this might be a stupid question... So I downloaded the SDK 1.4.0 and unzipped it. After build the Samples/Projects/Windows/VS2015/Samples.sln solution in VS2015, I tried to run OculusRoomTiny (DX11) sample but only got black screen... What are the possible reasons for this, anyone has any ideas? Is there any specific settings I need to change in Visual Studio?Thanks
What is the best practice to get the camera's initial position to be set without the user having to reset the view each time they start the application?We are developing in Unity for both Rift and GearVR. Any other tips for the Unity developer environment for initial position setup?
New Oculus SDK just came out today. Get it here:https://developer.oculus.com/downloads/pc/1.4.0/Oculus_SDK_for_Windows/Platform SDK as well:https://developer.oculus.com/downloads/platform/1.2/Oculus_Platform_SDK/Cheers!
Hi,I was wondering if Oculus still support a single buffer for two eyes in their latest (1.3-1.4) SDK. I have some opengl code using this approach that works fine on the DK2 but not on the CV1. The rendering projection on the right eye seems to be failing... or something. Still debugging it.There is sample code here that use a single shared texture but it is outdated:https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-render/Thanks.
Hey guys, I'm currently working on a project involving reading in smoothed particle data from 3D simulations of various binary star systems. My goal is to provide an immersive and new way to observe these systems up close for the first time, well, ever. If it works, it would be a great tool to have in any astro lab as a way to really visualize what is happening way out there in space. I guess this post is basically about viability; would it work to read in values from our SPH code and use them to assign, say, color and brightness values to regions on the stars so it would look like we are flying around among them? For starters, we'd like to be able to do something like the following.1) Read in x, y, z, radius, and color data for about 100,000 particles at many different times t.2) Have the user fly around and through the data at a fixed time t, with particle positions determined by x, y, and z, and with the size and color of each particle determined by its individual radius and color v
Oculus Rift works with a graphics card nvidia quadro ?
Hi, I just released a beta for our VR application. It was built using Oculus SDK for Windows 1.3.All of a sudden users started complaining about the application failing to start due to: Version incompatibility: Callee function signature does not match caller. It seems to happen because the users have: 1. Updated their runtime2. Updated their firmwareHow do we as developers protect ourselves against this? Can I as a developer get hold on the runtime before it is released to the general public?Thanks, /J
Having seen the OpenVR-API and using OVR-API a lot, I see many things are better designed in the OpenVR-API. Latest iterations of OVR-API have seen FrameIndex handling and SwapChain generating changed - but without any real progress. It seems they want to make tiny things more convenient (f.e. FrameIndex managed by API), but this is more than useless for most. And for a little bit more convenience at parts already working, 80% of all old demos and tools were not yet adapted to the API changes and 1.3 runtime is not backwards compatible again!On the other hand there seems to be no progress were users would desperately need it. Why are there no stereo layers possible in quad overlay for example? Why is there no possibility to disable Timewarp if you do not want it because it is just false (like replaying something watched by someone else before)? There are so many things of short thinking in the OVR-API. Who is designing the API and why is there vi
As it says in the title. Unfortunately we can't as a business take the Rift as a serious development platform if we can't control your driver updates.As we can't suddenly find that our latest presentation builds have stopped working for whatever reason before important meetings etc. It's just not feasible or professional.I am sure we are not the only ones in this situation.Please fix this.
Hi,I am seeing a weird behavior with some performance numbers and was wondering if anyone has a good explanation/or idea of what ovr_submitFrame is doing internally. So I have this flow (the blit's are copying pre-oculus fbo to screen, NOT the mirrored):Draw (~8ms) > Blit (0.1ms) > SubmitFrame > glutSwapBuffers (1.0ms)where swap buffers is taking 1ms if it's run after submitframe. The whole app time (pre-submitframe time - post-submitframe time) takes about 9.5ms. But if I do the following:Draw (~8ms) > Blit (0.1ms) > glutSwapBuffers (0.1ms) > SubmitFrameglutSwapBuffers only takes 0.1ms and the whole app time is only 8.5 ms. Why is running swapbuffers before submitframe faster than right after? Submitframe shouldn't have any impact on fbo0 does it? This is on windows 7, oculus sdk 1.3.0, cv1 & freeglut (glutSwapBuffers is just calling window's opengl swapbuffers function internally; checked the source)Thanks
nvm
Dear all, any help you could provide me with with be much appreciated.Please bear with me, but I haven't found answers online and I'd like to try to walk you through our situation.My wife and I built a VR art installation using Unity 4 with DK2 in fall 2014 - spring 2015. At this time she was using Windows 8. After an epic journey we were able to get her file to run for her thesis exhibition and it looked great. After her graduation we didn't use the Rift for a long time. Took a bit of a break. In the meantime Microsoft rolled out Windows 10, auto-updating without our permission. Unity upgraded to version 5, and we decided not to update. Oculus Rift has shifted focus away from DK2 to the consumer version, and there's been multiple versions of the Runtime/SDK software and it is super freaking confusing.I wanted to show off our VR experience, but now a year later, nothing seems to work.The closest I have been able to get is with the following setup:I installed 0.8 runtime on the Win
I am interested to hear what other developers are targeting and achieving for the pixel density or screen percentage settings on the minimum hardware specifications (GTX970 etc).Does Oculus have a guideline on what is acceptable? For example, do you have to run at a pixel density of at least 1.0 to be considered for the store? Or does it come down to what works for each game, e.g. a game that needs to have readable small text needs to have a greater pixel density than one with stylised simple graphics (just for the sake of argument).
Steps to reproduce:1: Download Oculus SDK 1.3.0 and open Samples/Projects/Windows/VS2015/Samples.sln in VS 2015.2: Select "Use Intel Compiler" in project properties (ICC must be installed; tested version 16.0 update 2 == newest)3: Select either LibOVR or LibOVRKernel as current project4: F5The problem seems to be that even though ICC is supposedly supported (see e.g OVR_Compiler.h:54), the rest of the library is oblivious to it, assuming that any non-MSVC compiler must be GCC-like (e.g. OVR_Types.h:546). Here is compiler output from compiling both projects in Win32 Debug mode.Debug output on Pastebin.This has been broken since at least 0.8.0.Thanks,Ian
Hi allJust wondering if anyone has an idea as to why i would not be able to run external applications/dev tools using sdk 1.3. I have the unknown sources tick box on in the settings however all external applications do not recognize the headset or that they are running in VR.This is a problem that has come into existence over the last week/2 as before then the same applications worked fine with the DK2 and the engineering sample of the CV1 prior to this and now will not support on either. The same problem applies for unity no longer recognizing the headset for development (again for both devices) where previously it did.Does anyone have any ideas on what i can do to fix this or what would be causing these to no longer be recognizedThanks
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