Oculus support for cross platform Godot game engine
Hi all,
First post for me on this forum, hope I'm in the right place. I've been working on adding VR support to the open source game engine called Godot (https://godotengine.org/). Recently all of the core work was merged into the master branch of the project and support for VR through OpenVR has all the basics working fine.
Seeing I now own a CV1 and touch controllers I was thinking about turning my hand at supporting the Oculus SDK as well (and in the long run looking at mobile support as Godot runs beautifully on Android). I've only done preliminary research looking at the sample source code in the SDK but thought I would do a post to announce I'll be working on this and hopefully get some feedback and help :)
One question that I do already have is around the render buffer textures. The sample code seems pretty adamant on the Oculus SDK creating the render buffers for the game engine to render into and then committing those render buffers. Godot already handles all the render buffer creation and has some specific requirements here for the way these are created. Is there an issue with not using the Oculus SDKs approach here and instead submitting the textures Godot creates and renders too directly to the Oculus SDK?
Note that everything in Godot is OpenGL 3 based.
Cheers,
Bastiaan Olij
First post for me on this forum, hope I'm in the right place. I've been working on adding VR support to the open source game engine called Godot (https://godotengine.org/). Recently all of the core work was merged into the master branch of the project and support for VR through OpenVR has all the basics working fine.
Seeing I now own a CV1 and touch controllers I was thinking about turning my hand at supporting the Oculus SDK as well (and in the long run looking at mobile support as Godot runs beautifully on Android). I've only done preliminary research looking at the sample source code in the SDK but thought I would do a post to announce I'll be working on this and hopefully get some feedback and help :)
One question that I do already have is around the render buffer textures. The sample code seems pretty adamant on the Oculus SDK creating the render buffers for the game engine to render into and then committing those render buffers. Godot already handles all the render buffer creation and has some specific requirements here for the way these are created. Is there an issue with not using the Oculus SDKs approach here and instead submitting the textures Godot creates and renders too directly to the Oculus SDK?
Note that everything in Godot is OpenGL 3 based.
Cheers,
Bastiaan Olij
