Some general dk2 questions...
Hi,
I'm working on a project that involves integrating dk2 into an opengl based 3d engine and have a few questions:
* On DK1, I had to translate the projection matrix to shift the output to the eye centre. However, with DK2 I'm just using the hmd->DefaultEyeFovs to generate 'skewed' projection matrices - is this correct? New docs don't mention having to translate projection matrix, and it seems to work fine as is.
* Head orientation tracking seems to be a bit jerky (have noticed this on all ovrs). The internal tracking update rate is apparently 1000hz so I would have expected tracking to be as smooth as rendering, if a bit laggy. What exactly is up here? Do hardware samples need to be averaged over time or something? Is it a side effect of lag? I'm using ovrHmd_GetTrackingState( _hmd,ovr_GetTimeInSeconds() ) to read head orientation.
* Has anyone got direct rendering to the front buffer going in opengl on the mac. I've tried to set glDrawBuffer to GL_FRONT, but this results in pretty spectacular crashes! If not on Mac, is front buffer rendering possible on windows/linux?
* Is there anyway to obtain the x,y,z offset from the pivot point on the neck to each eye?
And kudos to the oculus team on the work done on the SDK, definitely much improved on last time I used it!
Bye,
Mark
I'm working on a project that involves integrating dk2 into an opengl based 3d engine and have a few questions:
* On DK1, I had to translate the projection matrix to shift the output to the eye centre. However, with DK2 I'm just using the hmd->DefaultEyeFovs to generate 'skewed' projection matrices - is this correct? New docs don't mention having to translate projection matrix, and it seems to work fine as is.
* Head orientation tracking seems to be a bit jerky (have noticed this on all ovrs). The internal tracking update rate is apparently 1000hz so I would have expected tracking to be as smooth as rendering, if a bit laggy. What exactly is up here? Do hardware samples need to be averaged over time or something? Is it a side effect of lag? I'm using ovrHmd_GetTrackingState( _hmd,ovr_GetTimeInSeconds() ) to read head orientation.
* Has anyone got direct rendering to the front buffer going in opengl on the mac. I've tried to set glDrawBuffer to GL_FRONT, but this results in pretty spectacular crashes! If not on Mac, is front buffer rendering possible on windows/linux?
* Is there anyway to obtain the x,y,z offset from the pivot point on the neck to each eye?
And kudos to the oculus team on the work done on the SDK, definitely much improved on last time I used it!
Bye,
Mark
