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There's no glDrawElements() or glDrawArrays() that renders these three textures. Can someone please help me?XrCompositor_NativeActivity.c is an OpenXR Android Studio Native Development project from the Oculus OpenXR Mobile SDK.
I am trying to build a VR app using the Native SDK provided. On closing the app I am receiving the following Validation Error on the line "ovr_DestroyTextureSwapChain(session, depthChain);". Does anyone knows what might the reason behind it and how t...
Can someone tell me what drawing APIs Guardian uses? To draw the projected 2d strips that criss-cross to form the Guardian boundary wireframe. And the thin cylinder-like translucent lines that highlight obstacles in the Guardian space.
Is there a sample app like hello_xr available but with OVRMRCLib implemented for Mixed Reality Capture?
Hello! Can an update be released that enables native support for for omnidirectional treadmills (the Kat Walk C2 for example), so our Quest headsets and the games in them directly work with ODTs, without needing a a PC to host. Just direct functional...
How do I get euler angles of the oculus quest 2 headset? I tried using over_GetTrackingState, but I got invalid Y-axis rotation. X and Z angles work correctly, both in this printf test, and in the game I am integrating this into. The Y-axis is only a...
I just discovered today that you, as a developer, are supposed to run an entitlement check for any apps you publish in the Oculus Store. The related article, https://developer.oculus.com/documentation/native/ps-entitlement-check/ , makes use of a ovr...
Following the instructions at https://developer.oculus.com/documentation/tools/tools-renderdoc-renderstage/ I expected to see a render stage trace. But clicking the "oculus logo" button in the Event Browser has no effect for me, and the Tile Timeline...
Super beginner question, so I have unity VR build and I am able to upload my apk file to my oculus quest 2 directly. But I want to be able to play this game as a build on Oculus desktop. Is there a way to do this? Do I need to make it a standalone ap...
I'm brand new to Oculus development, so definite newbie here. I'm attempting to follow the instructions at: developer.oculus.com/documentation/native/android/mobile-studio-basics/ I haven't set my Quest to developer mode yet so I figured I'd see if I...
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development:https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/https://developer.oculus.com/documentation/unity/unity-keyboard-ove...
Hello, I'm testing out a game concept that uses the Paralution C++ library for efficient matrix calculations on the GPU. I currently have the library exported as a shared library (only a .dll for Windows at the moment) that exposes some extern method...
I need to detect in native C++ whether the device is a Quest or Quest 2, in order to optimize performance. What is the correct way to do this in the API?
I have an C app based on the Native/vrapi SDK (using the open source engine LOVR.ORG). It has been working more or less fine for a couple years. In the last month, I have stared seeing an unusual behavior. Sometimes, unpredictably, when I start the a...
I'm porting a game to Quest and so part of my work is to interface the engine's Vulkan renderer w/ the Oculus Mobile SDK.I believe I'm setting up the SDK correctly (I'm following the examples and the guidelines from Oculus' docs) but still I'm gettin...