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Up and Coming
November 17, 2014

Oculus SDK OpenGL Demo - OculusRoomTiny Sample

Hi everyone,

I am very pleased to share with you the OpenGL version of OculusRoomTiny, the D3DX sample provided with the SDK.
With the aim to facilitate readability and comparison to all of you, I tried to keep the same coding style.
I have enclosed it in the Oculus SDK for Windows 0.4.3 Beta. You can download it here:

http://federico-mammano.github.io/Oculus-SDK-0.4.3-beta-OpenGL-Demo/

I hope you find it useful.

    5 replies

    fmammanoAuthor
    Up and Coming
    December 17, 2014
    As requested by some of you, I have updated the code to the newest SDK 0.4.4 Beta version.
    I have enclosed it in the Oculus SDK for Windows 0.4.4 Beta. You can download it here:

    http://federico-mammano.github.io/Oculus-SDK-0.4.4-beta-OpenGL-Demo/
    Participant
    January 27, 2015
    There seems to be something wrong with this implementation, as I'm not able to get anything other than a black screen in either "direct" or "extended" modes on Windows 8.1. All of the other samples work, and OpenGL works in general on my machine. In "direct" mode, the Rift comes on, and the "mirror" window opens, it's just all black. I've stepped through the render code and everything looks OK (no GL errors). Any clues what might be going wrong?
    New Participant
    January 29, 2015
    I am also getting a black screen when using the OpenGL sample. Please update me if you end up figuring out why this happens. I don't know how to even start debugging this... Ideally I would first like to see that at least the OpenGL rendering part works, independent of Oculus - i.e. disable all Oculus related code so OpenGL will render directly to the screen.

    I am using a GeForce GT 730 M on a Lenovo laptop.
    Participant
    February 6, 2015
    Haven't had a chance to look into this much yet. May try an older SDK, to see if that works. Seems like it might be related to this: viewtopic.php?f=17&t=16429
    New Participant
    February 6, 2015
    I ended up using a different example, below, as a starting point for figuring out how to integrate Oculus + OpenGL:
    viewtopic.php?f=20&t=17842