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ovrDistortionCap_Overdrive not implemented for OpenGL

mindabuse
Explorer
I just noticed that ovrDistortionCap_Overdrive is only implemented in CAPI_D3D1X_DistortionRenderer.cpp. This is the case for Oculus SDK v0.4.1 for OS X which only supports OpenGL.

FYI, looks like OpenGL users still need to come up with your own workarounds for the black smearing effect(s), etc...
2 REPLIES 2

jherico
Adventurer
I'll take a look and see if it's something I can fix in my version of the SDK.
Brad Davis - Developer for High Fidelity Co-author of Oculus Rift in Action

mindabuse
Explorer
"jherico" wrote:
I'll take a look and see if it's something I can fix in my version of the SDK.


I started stubbing in all the missing bits of the framework in the lib included with my QuakeSpasm-Rift fork here:

https://github.com/jeremiah-sypult/Quakespasm-Rift/tree/master/Libs/LibOVR/Src/CAPI/GL

I got some of the logic hooked up in to the shaders, but one major piece is missing. I can grasp a tiny bit of HLSL/GLSL, and if I had to take a guess by comparing the D3D side of things, it looks like there might be an overdrive 'texture' that is being used, which might be anything (a texture of the previous frames frame buffer? just a total guess based on the code)....
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