PCVR/Link Development
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I'm working on implementing OVR into my program, but have run into a weird issue where my triangles are being skewed incorrectly. Here is an image to demonstrate:http://i.imgur.com/FtpGXQ6.pngWithout oculushttp://i.imgur.com/lq2PJf1.pngSo, the cube is not exact as I'm just holding the HMD to get a screenshot...but generally, when the HMD is horizontal (normal orientation) the cube looks rectangular, and when the HMD is rotated, the cube is more square. Where is my setup incorrect?// ...// Setup each eye for(ovrEyeType eye = ovrEyeType::ovrEye_Left; eye < ovrEyeType::ovrEye_Count; eye = static_cast<ovrEyeType>(eye+1)) { ovrSizei eyeTextureSize = ovrHmd_GetFovTextureSize(vrHmd, eye, vrHmd->DefaultEyeFov[eye], 1.f); ovrTextureHeader& eyeTextureHeader = _vrContext.eyeTextures[eye].Header; eyeTextureHeader.TextureSize = eyeTextureSize; eyeTextureHeader.RenderViewport.Size = eyeTextureSize; eyeTextureHeader
I am trying to make my program work without Rift plugged in.vrHmd = ovrHmd_CreateDebug(ovrHmd_DK2);However, when I start the program all screen goes black and in a moment Access violation exception appears. Plus my video card says that it crashed but recovered. Is there anything in the code I should fix (probably related to window sizes) to make this work? Or is there any good examples using debug device? Regards :)
Hello,Trying to get my DK2 working on with an Odroid Android computer and I just can't get something to display so far.Anyone else working with Android or other type of linux arm device?
Hi,Got the Ubuntu (14.04) SDK compiled + Rift demo running on nVIDIA's TK1 board, however, I cannot get the Rift working with the board. One problem is the incompatibility of the "oculusd" which should be run while using the Rift. Anywhere I can download the source for this to recompile for the ARM-board? Using DK2...Thanks, Morten
I've been searching the net for hours, there is almost nothing at all for Oculus SDK and C++.A few opengl examples and the two examples from Oculus.The Tinyroom one is not really a small example, it's a 3D game engine with masses of complex structures.It became more and more difficult to get the relevant stuff out.The SDK documentation is not great either, until mid it shows Direct X and OpenGL in their examples and suddenly when the relevant parts really start all DirectX code is missing (starting with page 33).I just want to render a "stationary" triangle and display it in stereo to the DK2 using non SDK rendering and Direct X 11 code.I'd even be fine without distortion correction as a starter.I've a triangle rendered using draw(), I got the HMD initialized but I am a bit lost with the stereo rendering/projectionIs there anything more basic than the quite large tinyroom code ?
The release notes for the audio SDK indicate "The optional OVRAudio C/C++ SDK is available to qualified developers by contacting developer support directly."Is this forum the best place to request that?-jp
I wanted to send the output directly to the oculus using the ovrHmd_AttachToWindow function as follows: if (!ovrHmd_AttachToWindow(hmd, (void*) Base::winId(), 0, 0)) { dprintf("HMD: Could not attach to window!\n"); return; } dprintf("HMD: connected to window with id HWND=%i", Base::winId());unfortunately, it is not working. Also, there is no error. Just it is not sent directly to the Oculus. The window is appearing there, and I should move the windows to oculus manually and make it full screen. I am using the extended display mode.
I need to calculate the exact position of the HMD in world space and I know exact where the HMD camera is in world coordinates. Since ovrTrackingState.HeadPose.ThePose returns were the head is relative the origin and ovrTrackingState.CameraPose returns where the Camera is relative the origin, this calculation is quite simple.The origin gets reset everytime you call ovrHmd_RecenterPose() which result in changing values of the CameraPose.But I am also seeing that the ovrTrackingState.CameraPose values changes now and then, even if I don't call ovrHmd_RecenterPose().Under what conditions do the ovrTrackingState.CameraPose change?
Is there any relation between texData->Header.TextureSize and texData->Header.RenderViewport when trying to use the SDK's Warping? It seems there is a relation between them. Because the warping will change if the texture size is bigger than the render viewport.
Ahh, the humble computer mouse. It's been our loyal companion for quite a while, hasn't it? Everyone has one, or something approximating it.For an OS-control environment, wouldn't it still do a basically good job? Just use the scroll wheel for the additional axis. Perhaps a middle click to switch between left and right moving the cursor radially around the user or linearly? Would it be the traditional forward to move the cursor up, or would it switch to forward to move away from you? Sure, it probably wouldn't be as useful in a game environment or a simulation, but you don't exactly use an Xbox controller or a hydra to open your programs, do you?I should really stop thinking about this kind of stuff late at night.. I lack the skills to cobble together some sort of mock-up example (and that frustrates me).
New game engine from Autodesk just announced yesterday! Will it support or integrate the Oculus SDK?
Have any of you come across a good fully textured 3D model of a car interior?I'd like to plop my character controller in the driver's seat in Unity for a scene in my application. I have academic licenses for 3DS Max/Maya, so the model can be in nearly any format.Thank you.
Hey there,I am working on a program that requires knowledge of depth information of a particular point on the screen. Currently, I want to get this point through a mouse click on the screen. Because I am not accounting for the distortion and my point in world coordinates is wrong. Is there a method to undo this distortion, so that when I click on the screen I am able to recover the mouse click in coordinates of the undistored image.Thank a lot!
I'm curious if there's any in the forum that know about the potential for using a natural light spectrum within a stereoscopic device. Could we potentially simulate sunlight closely enough so that it wouldn't just feel more natural, but also have at least some small health benefits? As opposed to messing with your circadian rhythms and who knows what else, as we do now with these more artificial light sources.
In SDK 0.4.3 ovrHmd_GetEyePose() got replaced by ovrHmd_GetEyePoses().I like the way it now includes the necessary IPD translation. This was not very obvious in the previous version and is now handled automatically.What I don't understand, though, is why the 0.4.3 API now suggests retrieving both eye poses at the same time. 0.4.2 encouraged to call ovrHmd_GetEyePose() seperately for each eye, right before you start culling/drawing each eye in order to get the eye pose as close to the point in time per-eye rendering as possible. ovrHmd_GetEyePoses() suggests retrieving both poses at the same time, probably at the start of each frame. This moves the second eye pose 'further away' from the optimal pose you could use.Is this intended? What are the recommendations for when to call ovrHmd_GetEyePoses() and use ist results?
Im close, so close! But looking left actually looks right! I tried taking out the .inverted but that just means that look up/down are the wrong way round, I tried computing the up vector from the cross of the right and direction vectors, but same thing. I know its to do with my up vector I just can't figure out how to fix it!Any help appreciated. for (int eyeIndex = 0; eyeIndex < ovrEye_Count; eyeIndex++) { ovrEyeType eye = hmd->EyeRenderOrder[eyeIndex]; eyeRenderPose[eye] = ovrHmd_GetHmdPosePerEye(hmd, eye); //Get Projection and ModelView matrici from SDK.. Matrix4f ovrProjection = Matrix4f(ovrMatrix4f_Projection(eyeRenderDesc[eye].Fov, 0.01f, 100.0f, true)); glm::mat4 glmProjection = fromOvr(ovrProjection); //Translate for specific eye.. Matrix4f ovrTranslatEyeViewOffSet = Matrix4f::Translation(eyeRenderDesc[eye].HmdToEyeViewOffset); glm::mat4 glmTranslatEyeViewOffSet = fromOvr(ovrTranslatEyeViewOffSet); Matrix4f ovrOrientation
Hi, I want to be able to look right into my scene when I move my head forward, but the head tracking seems to subtle, is there anyway to increase how much the camera rig moves in world space when the head is moving?
Hi all. I've been working in the stereo-pano-ciné and Streetview-style camera space for so long it's almost embarrassing, and am convinced that there is no perfect, one-size-fits-all, VR camera. Most are unsuited for close-ups (something VR is exceptionally suited for) and perfect stitching seems so hard because it's often impossible (due to nodal point offsets).There's also a lot of misunderstanding out there, which can not only hurt projects but also the community. So after giving several presentations on this, I made a little slideshow. http://naimark.net/VRcin/assets/fallback/index.htmlIt's now several months old and I've been invited to give the VR tech keynote at NAB/SMPTE in April in Las Vegas. So your feedback is welcome.Thanks!
Hey guys,I'm developing for Oculus using Unity, and I'm wondering whether there are solutions out there that could help me having a 3rd window that basically shows what the user is seeing onto my laptop screen?I've many videos where people do that, but I have no idea as to how can I implement such thing in Unity. Or is it a different software that runs - or even just a screen resolution setting?Any help would be much appreciated as I am a bit lost on this one! :)Thanks!
Hi All,I'm new to Oculus development. I apologize if this has been visited already and/or if I'm posting in the wrong forum. If so, please point me in the right direction, much appreciate!I received an Oculus DK2 recently and have been playing around. I downloaded vr.js in both Chrome and Oculus, and installed the plugins. I'm currently using Extended mode on a laptop. My laptop screen doesn't seem to have a power off button, so recently I've been using my Oculus as monitor 2 main display on left hand side before Monitor 1, in different orientation than the laptop monitor, in Windows Premium 7. I haven't been able to figure out how to get Direct to Rift working yet, and wondering if that's what I need to do. No matter what, I can't seem to get the vr.js examples to work.Next, I downloaded Oculus Bridge, and can't get that to work either. I can get the browser to connect to the Web Socket server, but whenever I plugin Oculus, remove Oculus, switch displays by turning Oculus on/o
Hi vr community,Having produced a vr experience for a client, I need it to be as easy as possible for them to run it at trade shows without my input. I am supplying a windows pc with the VR experience preloaded.I would like the Oculus runtime to boot into extended mode, at the moment is seems to always default to Direct mode when the pc is booted up.I am on windows 8.1Any thoughts please?
Is there a hotkey that disables the tracking and reorientation of the HMD while maintaining a straight forward image as if you were just using the HMD as a typical monitor?Thanks!
Hi there,Found nothing about this on the forum, so excuse me if this question has already been answered.For my custom needs, I cannot rely on the users management provided by the OVR config tool, and I have to override this behavior, so that I can set the IPD from somewhere else (by code, either directly from my Unity application, or from another application). Is there any proper way to do this ? (by setting up a registry key, or modifying a config file before running my VR application ?)Thanks,Roland Tomczak
Hi, I'm trying to integrate the API into an existing game engine and am having a bit of trouble. As near as I can tell, I have everything hooked up (render wise), but when I pass the texture to the API (endFrame), all I get is a black screen (no errors or warnings, compile time or run-time).Things to note:-The engine uses DirectX 10.1.-The game is built in VS2010.Here are the actions I have taken so far:-I checked the texture to see if it was successfully being rendered to by copying it into the swap chain's back buffer, then calling present as normal.-I tried to use PIX to debug the issue, but kept being stopped by a supposed unhandled exception when calling D3D10CreateDevice1. More confusingly, PIX indicated the problem was in d3d11.dll when our engine uses DirectX 10.1. I noticed that PIX has, apparently, not been supported in quite some time. No, the VS Graphics Debugger is not an option since I'm working in VS2010.-I tried NSight, the Nvidia graphics debugger, only to find "D3
Hello,So I have a weird issue with orientation. Essentially I can get the correct position without an issue but my orientation is screwed up such that either looking up means I am looking down in the OpenGL environment OR looking left means I am looking right in the environment.Obviously I would like it such that I am looking in the right direction at all times.So, here is my code example:glm::mat4 BulletOrientationMatrix = glm::mat4(1.0f);ovrMatrix4f OculusRiftOrientation = OVR::Matrix4f(Current_HeadPose[EyeToCalculate].Orientation).Inverted();for (int o = 0; o < 4; o++) { for (int i = 0; i < 4; i++) { BulletOrientationMatrix[o][i] = OculusRiftOrientation.M[o][i]; }}AdjustedPitch += HorizontalAngle;HorizontalAngle = 0;BulletOrientationMatrix = glm::transpose(BulletOrientationMatrix);BulletOrientationMatrix = glm::rotate(BulletOrientationMatrix, AdjustedPitch, glm::vec3(0.0f, 1.0f, 0.0f));With this code I currently look up in the OpenGL environment when I look down physically in
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