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New Participant
January 24, 2015

Simple OpenGL example for client-mode distortion?

Hi all,

I've been perusing all the wonderful example code posted by the community, and I've found nice working examples for direct mode in OpenGL using GLFW and SDK distortion. Works great. But the examples I've found using client-mode distortion don't seem to function. I'm using 0.4.4 SDK. Anyone know how to get that to work?

Thanks!

    5 replies

    Up and Coming
    January 25, 2015
    Have you tried this http://federico-mammano.github.io/Oculus-SDK-0.4.4-beta-OpenGL-Demo/?
    It is updated to the 0.4.4 version.
    Inspiring
    January 25, 2015
    One of my examples covers client side distortion: https://github.com/jherico/OculusRiftInAction/blob/master/examples/cpp/experimental/Example_X_ClientSideDistortion.cpp

    I haven't updated it in a while so it might need to be tweaked for the latest SDK changes.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action
    gfyffeAuthor
    New Participant
    January 25, 2015
    "fmammano" wrote:
    Have you tried this http://federico-mammano.github.io/Oculus-SDK-0.4.4-beta-OpenGL-Demo/?
    It is updated to the 0.4.4 version.


    Yes, thank you for posting that code, that was one of the examples I was looking at. Unfortunately on my machine, it changes the desktop color scheme to "Windows 7 basic", then it opens up a window, and then the window stays black and there is nothing displayed on the Rift either. OculusRoomTimyOGL does this, while OculusRoomTiny works fine.

    Should it work fine using direct display?
    New Participant
    January 26, 2015

    it changes the desktop color scheme to "Windows 7 basic", then it opens up a window, and then the window stays black and there is nothing displayed on the Rift either.

    I am getting the same result. Visual studio 2010, windows 7. Extended display mode.
    I am also getting a lot of errors in a popup:

    Failure: success

    Thread handle: 0x000002f0, id: 4036, stack base: 0x003f0000, stack limit: 0x003e9000
    0 OculusRoomTinyOGL.exe 0x01026f26 OVR::CAPI::GL::DistortionRenderer::EndFrame+534 h:\mrsymbiomath\oculus\opengl\federico-mammano-oculus-sdk-0.4.4-beta-opengl-demo-db72c68\oculussdk\libovr\src\capi\gl\capi_gl_distortionrenderer.cpp:370
    Inspiring
    January 26, 2015
    "rgarcia" wrote:

    Thread handle: 0x000002f0, id: 4036, stack base: 0x003f0000, stack limit: 0x003e9000
    0 OculusRoomTinyOGL.exe 0x01026f26 OVR::CAPI::GL::DistortionRenderer::EndFrame+534 h:\mrsymbiomath\oculus\opengl\federico-mammano-oculus-sdk-0.4.4-beta-opengl-demo-db72c68\oculussdk\libovr\src\capi\gl\capi_gl_distortionrenderer.cpp:370



    If the call stack is inside DistortionRenderer::EndFrame() then you're not doing client side distortion, you're doing SDK distortion.
    Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action