Hey!Been trying out my Oculus Rift the last few months and wanted to
start to develop something for myself. I want to start off with creating
an environment where I have a webcam that stands still in the
environment and doesnt follow when you move yo...
I solved my problem for now. I changed from:CaptureData captured;float
captureTime = ovr_GetTimeInSeconds() - CAMERA_LATENCY;ovrTrackingState
tracking = ovrHmd_GetTrackingState(hmd, captureTime);captured.pose =
tracking.HeadPose.ThePose;to:CaptureDat...
I have now tried something else that sort of works as I want it
to.Setting the ovrTrackingState only on the first gathered state. This
results in FPS loss, but the 2D texture with the camera feed stands
still in the 3D space.Is there a better way to ...
jherico said: Most of this is wrapper code. The main point is that you
render into the scene compensating for the difference in pose between
the time of capture and the time of render. The line above where I
multiply the inverse eye pose by the webca...
Thanks for the guide and a well written book (bought it last week). I'm
new to Oculus programming as a whole, but for some reason I cant manage
to get the FPS to show over the webcam-stream. I'm able to get
everything else to run. Any suggestions?