The OSX SDK seems to have been removed from S3 and any references to
downloading it are gone. Is there any official statement that goes with
this? We still have Mac users that use our app with the DK2.
I'm working on an application using a custom OpenGL engine. I've
recently started tracking the the
ovrPerfStatsPerCompositorFrame::AppDroppedFrameCount value, watching it
rise constantly. However, in many cases it's rising even though I'm well
The current 'C API' header, OVR_CAPI.h includes additional headers that
are not compatible with vanilla C (like OVR_Math.h, via
OVR_CAPI_Util.h). You can disable them by defining OVR_CAPI_NO_UTILS
before you include OVR_CAPI.h, but the code should au...
Is there any ETA on native Vulkan support in the PC SDK? Is it even on
the roadmap? I know that you can use the GL interop functionality to
make it work on systems that support that GL extension (in fact I've
created an example that does just that he...
Java bindings for SDK 1.3.0 are now available. Many thanks to Github
user crramirez for the bulk of the work doing this.The source code can
be found on Github here. Example code can be found here.Developers using
Maven (or a Maven compatible tool lik...
Duncan said: the image in the HMD is very very laggy and swimming. ...I
have tried adding glFlush() and glFinish() calls all over the place. Can
you create a minimal application that you can put somewhere to show the
effect? I've found that OpenGL ap...
Hmmm... it's tricky. We have 3 active OpenGL contexts. One is
responsible for primary rendering, one is responsible for rendering the
UI layer for compositing (using third party software: QML) and another
is responsible for texture transfers from CPU...
You don't need to include `CAPI_GLE_GL.h`. In fact you shouldn't. That's
an extension loader used by Oculus for their internal code and examples.
You should either include a different extension loader which IS
compatible with vanilla C, or you should...
Since mobile devices typically don't distinguish the GPU 'device' memory
pool from the 'system' memory pool, you may be able to get reasonable
performance by doing copy from the rendered image to a mappable memory
buffer via `vkCmdCopyImageToBuffer` ...