PCVR/Link Development
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Hi,I'm trying to update my app on Mac OS X to the new 0.5.0.1 version in Xcode, and running into a lot of issues. I noticed that the SDK now comes with a framework included, which seems like it will make things easier, but I'm still a bit unclear on how these are supposed to be used.I see that the framework exists for LibOVR, but not LibOVRKernel. The included OculusWorldDemo example Xcode project file includes the LibOVR framework, but also manually includes headers from LibOVR/include and LibOVRKernel/Src. It also directly has LibOVR/Lib and LibOVRKernel/Lib in the library search path.Is the aim for the minimum required to be just referencing the framework in an Xcode project? It seems the the libOVRKernel contains a bunch of helper code that's used in some of the examples. Are there plans to make the LibOVRKernel a framework too?
So all the Samples that ship for windows with the 4.1 SDK are using D3D for their textures and rendering - but the official docs have both D3D samples (same as in sample projects) and OpenGL sample code, ie : // Configure OpenGL.ovrGLConfig cfg;cfg.OGL.Header.API = ovrRenderAPI_OpenGL;cfg.OGL.Header.RTSize = Sizei(hmd->Resolution.w, hmd->Resolution.h);etc etcso, this seemed pretty straightforward to follow along, especially since Cinder does everything behind the scenes in OpenGL, and I was able to set up my config properly, but when i finally finish and pass my objects to ovrHmd_EndFrame i start getting a lot of errors.ovrGLTexture EyeTextures[2]; //setup etcovrHmd_EndFrame(mHmd, headPose, EyeTexture);Is this to be expected? are there any full samples using OpenGL anywhere? most of my errors come from what seems like the first thing it tries in CAPI_GL_HSWDisplay.cpp -> HSWDisplay::RenderInternal(ovrEyeType eye, const ovrTexture* eyeTexture)ovrGLTexture* eyeTextureGL = const_
Hi,I notice in the new 0.5.0 SDK there have been some static_assert() lines added in OVR_CAPI_GL.h. They are hidden behind #if defined(__cplusplus) however if I'm not mistaken static_assert is only available in C++11. The app I'm adding Rift support to (openFrameworks) does not yet compile with C++11, and I imagine there might be other apps that don't support it yet either.Right now as a dodgy workaround, I've just commented the lines out, which is probably dangerous, but is getting me closer to a working build with the new SDK.Is there a fix for this to work in C++ versions before C++11?
Hi, I am wondering if it's possible to get the orientation data relative to north from the API? I went through the C API, and sort of got lost. Does anyone know that if it's possible to pull out the data? Or is there another way to do that, like using the raw sensor data to re-compute the heading relative to north?Could anyone help me about this?Many thanks!
Hi I hope that oculus reads this because I think it's a great solution for raising the resolution of the rift display, the aquos quattron created a display called rgby where the rgb color system has an added basic color of yellow to increase 1080p s resolution to something similar to 4k and I think that if they use this with the pixel count they currently have they can increase their resolution even more.
I thought I would start a thread specifically on real world stereoscopic 360 still panorama capture and viewing. First some links:There is a Google+ group for users of a stereo still pano Android app Stereospheres. It is by Chris Dickerson who has details on capture as well as being the author of the app. He now has a GearVR and says he might start developing for that.https://plus.google.com/u/0/communities ... 2409327827There is a Facebook group "3Dsteropanoramas" (French/English)http://www.facebook.com/groups/3dstereopanoramasThere are some analog 360 stereo panorama camera systems but they can only be used for stereo cylinders not spheres. The best known is the twin ROUNDSHOT Super 220VR with stereo attachments.http://www.roundshot.com/documents/Roun ... e_Skin.pdfAn early pioneer of analog 360 stereo panorama cameras is Michel Dusariez: http://goo.gl/QvMtzgThere are some digital stereo pano scanning systems too but mostly they are used for robotics navigation and capture depth map
Hey everyone!I'm pretty new here, so apologizes if there's some stuff that I should have read before posting -- I did a bunch of searching, but never really found something that perfectly-enough addressed what I was trying to find.I'm new to developing on Oculus (fairly experienced with web / mobile, but not quite as much with OpenGL or other graphics), and I'm basically having a pretty hard to getting setup or find the right resources to get really well setup (I've been looking at https://github.com/OculusRiftInAction/O ... ftInAction for reference, but it's not working perfectly for me). I'm developing on Mac using Xcode, and am having trouble ranging right starting from including the right files (I think?). Any help would be appreciated.Right now: I have a project setup in which I included the OpenGL framework, and dragged in the LibOVR framework file, the libglfw3.3.1.dylib file (I'm including GLFW and GLM), and a GLM folder. That seems to be mostly be fine (though honestly, CMake
I'm having some jitter issues when moving the OVRCameraRig.It was working perfectly until recently. I'm not sure what's going wrong. Is it an obvious mistake? Here's a quick 10-second video of the issue: http://youtu.be/axq85YAmqiEThe crosshair is a raycast from the CenterEyeAnchor on OVRCameraRig.Hopefully this is some silly, obvious mistake. Any suggestions?Thanks,Darshan
How do you display text as a screen overlay using Unity new GUI? It seems that text does not show once built to device?
We're in the process of testing out a 360 3D camera rig and getting pretty good results thus far, but I'm wondering if anyone knows of any good tutorials or guides on stitching. (Using Autopano Video Pro and Giga right now). I'm finding it a very powerful tool for automated stitching of multiple cameras, but where I hit a wall is trying to have some input on where it puts the stitch lines. For example, we have a lot of overlap between the equatorial stereo cameras and the mono nadir and zenith cameras, but Autopano tends to favor the nadir and zenith cameras, sometimes using them halfway to the horizon line. Obviously, we would prefer to favor the stereo cameras as much as possible and keep the mono cams to the necessary minimum, and there should be plenty of overlap to do so, but I have as yet been unable to find any control mechanism (or reference in the documentation) for controlling the location of stitch lines.Hope I'm explaining this well! Thanks!
Hey, I recently set up DK2 on a new machine. Thought I'd post my findings here in the hopes that they might help someone, especially since my specs are probably quite common. This lore was gathered from various sources (reddit, google, these forums, etc.). Some of it may be incorrect or vague, but atleast it got me happily set up after some 10 hours of scavenging for tips and tricks =).Incompatibilities encountered- Windows 8.1 (Rift not detected -> rolled back to default driver installed by windows)- Firewall (Rift was blocked -> switched firewall)- NVIDIA driver 347.09 (caused double vision -> rolled back NVIDIA driver)- Unity 4.5.x (blackscreen -> use Unity 4.6)- Unity 5 Beta (blackscreen -> use Unity 4.6)- USB 3 ports (potential connection trouble -> used USB 2 ports).General notes- At earliest possible point / as soon as your Rift gets detected, upgrade to the latest firmware through the configuration utility.- Word has it the DK2 has issues with USB3 ports so I
Is there an ETA yet for Direct Mode on MacOS?
I have put together a video to show my starter setup for stereoscopic VR 3D filming.This is a very basic method to help get people started quickly using free software. I have only tested this with my DK1 so far.Step by Step video:https://www.youtube.com/watch?v=EqiyZPb9QXIUsing 2 GoPro cameras, and wifi remote.(better gen-lock would be nice, but it still gives very impressive content to start on the road of VR content)Proof of concept video here:https://www.youtube.com/watch?v=UDcSFZy-RhcMore info on camera arrangement:https://www.youtube.com/watch?v=QQlHtEmV01Aandhttps://www.youtube.com/watch?v=vmVUKet_aCIHope this maybe helps somebody.
Hi,Is there any API call to check if sensor USB at the top left of the Oculus is working?I have been using http://ovrvision.com/ stereo cameras for AR application and the USB worked till yesterday.But USB stopped responding today and windows cannot recognize any stereo cameras attached to Rift now.Please suggest any ideas to check if USB is working.
Hello everyone,Right now i am working a little bit with the SampleProjekt "OculusTinyRoom" which is in the sample folder of the Oculus SDK 0.5.0.1 .My Problem is now, if i use it in OpenGL mode, then it is not really working properly on my Laptop.There are not really any textures and the colors are completely messed up.The first one is the messed up OpenGL and the second one the DirectX mode.https://imageshack.com/i/eyND1pkGphttps://imageshack.com/i/exfzrUDepThe strange thing is, on my PC both modes work completely fine.I dont know if its because of the different specs.Specs: PC ---||||---Laptop Win 8.1 ---|||--- Win 7 Nvidia GTX 480 ---|||--- Nvidia GTX 670MBut maybe you guys can help me with this, because i need to use the OpenGL mode.Thank you for your help!!!
Hey guys,I am developing an web-application that uses WebVR (DK1) to achieve vr ability in browsers. I would like to pick objects by my line-of-sight (looking at them). Traditional object picking via ray casting is already implemented, but I don't know which values are necessary for x and y, in the past it was the mouse:Vector3f origin = unproject(x, y, 0, viewportWidth, viewportHeight, modelView);Vector3f direction = unproject(x, y, 1, viewportWidth, viewportHeight, modelView).sub(origin);Ray ray = new Ray(origin, direction);// process intersections
This is a very strange thing happening. It seems like, though it looks fine through a normal camera and in the scene, through the rift's cameras it appears as though there is some element of GI missing. It might even just be the ambient light, I'm not sure. But in the scene viewer, while in playmode, everything looks fine, but in the rift's cameras it is dark in some areas.(the blue in the top is intentional, there is a window behind you)
I've been debating and twiddling my thumbs for some time now on the purchase of a DK2 have a question.With current production levels assuming I ordered one today how long would it take to get to my door roughly?I can't wait for the consumer version so this is the next best thing :D
Hello,i was reading a lot of posts but i cannot find a way to set the orientation of the oculus. I have an avatar with the following structure:Avatar+ ... + OVRCameraRig | + TrackingSpace | + LeftEyeAnchor | + CenterEyeAnchor | + ... + neck + oculusPositionThe neck follows always the CenterEyeAnchor of the OVRCameraRig and the OVRCameraRig gets the position of oculusPosition.Unfortunately OVRManager.display.RecenterPose() sets the yaw rotation only. I've tried to take the difference of the new rotation and CenterEyeAnchor rotation and added it to the OVRCameraRig. But sometimes the rotation error gots bigger and bigger.Here a short code snippet:void LateUpdate(){ neck.rotation = centerEyeAnchor.rotation * oculusInNeckRot; ovrCameraRig.position = oculusPosition.position;}void SetRotation(Quaternion newRotation){ ovrCameraRig.rotation *= Quaternion.Inverse(centerEyeAnchor.rotation) * newRotation;}Somebody has an idea what i'm doing wrong?What is the right way to set th
We're working on a proof of concept app using some 3rd party OpenGL rendering software and we're having an issue with materials rendering mostly transparent after calling ovrHmd_GetEyePoses, or ovrHmd_EndFrame. At least with ovrHmd_EndFrame I can understand that having an effect on the OpenGL state, but I don't understand why ovrHmd_GetEyePoses would affect rendering at all.As it stands I've reduced our sample app (derived from OculusTinyRoom) to the minimal amount of code that renders to a window, not even the rift (no BeginFrame or EndFrame). If I comment out the ovrHmd_GetEyePoses function call all the materials renders in the window properly opaque. Uncommented, transparent.Any ideas?
Hello, i want to build a stereo camera.I choosed this camera -> https://de.ids-imaging.com/store/ui-3241le.htmlBut now i need to know which lens i should take. It should have a S-Mount M12 screw thread.The lens should have 120° viewing angle or not? Becaus the vertical viewing angle of the oculus rift dk2 is 120°???I want to see from a distance: 0,15m - 5m. Is it possible? And witch lens is good enough for my requierments?Thanks!
Hi guys,For info: I am develloping with the DK2, using Visual Studio 2010, and DirectX11.I am having some difficulties to modify the rendering FOV. I found nothing on Google, Reddit, or Oculus forum, sorry if I missed something.So far I player with ovrHmd_ConfigureRendering(...), with a custom FovPort as input argument. But does not give me what I am looking for. On the first image you see the result of what I can do right now, on the second is what I would like to obtain. ovrBool ovrHmd_ConfigRendering( ovrHmd hmddesc, const ovrRenderAPIConfig* apiConfig, usigned int distortionCaps, const ovrFovPort eveFovIn[2] ovrEyeRenderDesc eyeRenderDescOut[2] )What I control:http://imagizer.imageshack.us/v2/640x480q90/537/R1b6vp.jpgWhat I would like to control:http://imagizer.imageshack.us/v2/640x480q90/661/k4cLnp.jpgDo you guys know how to control the FOV this way ?Thanks f
Hi, we are looking for a developper that could stitch and adapt a 360° video that we have done, we would need it to be visible on the oculus and Samsung Gear VR.Leave your contact in private message.
Yet the config says "no tracker connected' and wont show up in my computers devices like it used to. Helps?! It was working fine until I got a new monitor for some reason. I have tried re installing the config and restarting my comp multiple times.Thanks!!I love the community and whats happening with VR. CHEERS! :D
I have successfully installed my prescription (moderate astigmatism) into the Rift.It is very simple to do. Order your distance prescription only, no bifocal or varilux, and get them cut to 43mm dia. Also it's helpful if you have the optometrist cut small notches around the perimeter to help locate the horizontal/vertical orientation. So a notch at 0, 90 and 180 degrees is best, to let you know where the top and sides are. You need the top because of your pupil distance (see below).Place the lenses inside the A cup, they will come to rest against the small tabs located inside the cup.After orienting them carefully to make sure the axes are correct, glue them in place. I used Amazing Goop. Just four dabs per lens. Keep the glue out of the line of sight, there is plenty of room though, so this is not difficult. I used vinyl electrical tape to temporarily hold the lenses in place while checking alignment and gluing.Also make sure when the optometrist cuts the lenses that they take measure
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