Oculus SDK: to bundle or not bundle with project?...
well, here is the issue:
the license for the Oculus SDK basically says that, if included in source-form, the whole SDK needs to be included...
except... the assets for the Tuscany sample are pretty large (they add considerably to the project size, *1).
it would be admittedly more preferable to simply include LibOVR and similar, or maybe the other parts of the SDK and just omit OculusWorldDemo.
as-is, means that the Tuscany assets alone nearly doubles the project's ZIP size...
other options, like a binary-only LibOVR, or requiring people to supply it themselves if they want Rift support, would be a bit limiting.
side note: I also had to make some (very minor) tweaks to the LibOVR code in a few places to get it to compile from source (there were a few places where "char *" and "wchar_t *" were being mixed up, and the compiler wasn't happy...).
the project in question is not FOSS, but the source is available for people to mess with, but with restrictions (currently no commercial use or forking).
*1: though my project also includes a lot of textures, most are currently compressed with a somewhat customized image codec, which results in considerably smaller files (for example, the main texture pack is 22MB).
I call it BTJ, and it is sort of like "JPEG++" (baseline format is JPEG-base, with lots more features and format tweaks glued on), probably not topical here... (only to say that it is, IMO, "reasonably competitive for my uses"...).
likewise, audio uses a custom codec, and it is currently 8MB for the sound-files, ...
(the audio-codec is a random-access CBR codec, with similar bit-rates but worse audio quality than MP3, may consider alternatives, ...).
note: the development directories are *considerably* larger.
such is the power of lossy compression...
are there any good options here?...
or is it just that, if I don't want the DDS files around, I have to leave the SDK out of the distributed source code (burdening those who want to build from source and have Rift support)?...
the license for the Oculus SDK basically says that, if included in source-form, the whole SDK needs to be included...
except... the assets for the Tuscany sample are pretty large (they add considerably to the project size, *1).
it would be admittedly more preferable to simply include LibOVR and similar, or maybe the other parts of the SDK and just omit OculusWorldDemo.
as-is, means that the Tuscany assets alone nearly doubles the project's ZIP size...
other options, like a binary-only LibOVR, or requiring people to supply it themselves if they want Rift support, would be a bit limiting.
side note: I also had to make some (very minor) tweaks to the LibOVR code in a few places to get it to compile from source (there were a few places where "char *" and "wchar_t *" were being mixed up, and the compiler wasn't happy...).
the project in question is not FOSS, but the source is available for people to mess with, but with restrictions (currently no commercial use or forking).
*1: though my project also includes a lot of textures, most are currently compressed with a somewhat customized image codec, which results in considerably smaller files (for example, the main texture pack is 22MB).
I call it BTJ, and it is sort of like "JPEG++" (baseline format is JPEG-base, with lots more features and format tweaks glued on), probably not topical here... (only to say that it is, IMO, "reasonably competitive for my uses"...).
likewise, audio uses a custom codec, and it is currently 8MB for the sound-files, ...
(the audio-codec is a random-access CBR codec, with similar bit-rates but worse audio quality than MP3, may consider alternatives, ...).
note: the development directories are *considerably* larger.
such is the power of lossy compression...
are there any good options here?...
or is it just that, if I don't want the DDS files around, I have to leave the SDK out of the distributed source code (burdening those who want to build from source and have Rift support)?...
