Hey guys, I'm having an issue with the Rift and lightmaps that I never
had before. I'm using the most recent SDK.I have everything lightmapped
inside an interior I'm working on. And some emissive self-illum items
that tie into this. Now, previously I...
Hey! After only 2 days of working on this, I thought I'd take a short
video and show you guys. I ramble a lot about how much I love cozy
sci-fi environments, and that all stems from my love of Blade Runner. So
I began to make a small detective's offi...
AboutZENITH 01 (I needed a better name than Space Station View 2:
Electric Boogaloo) is a project I have been working on for about a month
now. After releasing my first space station demo in December, I decided
to sit back and spend more time on anot...
Hello guys,I have a question here. As I near the end of my next project,
I have an idea. In a couple areas throughout my diorama game, I have
placed some chairs. I disabled their collision boxes, but that's not
quite enough.What I wish to do is creat...
:!: UPDATE: I am creating a second spacecraft diorama! Please visit
http://rift-vr.com/blog/ for details. :!: *[PROGRESS CANCELLED]*I had
planned to update this to allow for watching movies on the computer
screen, but I couldn't get the code to work ...
Just wanted to log in to my 5 year old defunct account to remind people
that THIS is why I'm happy I sold my Rift and bought a Vive. I've been
here since the beginning. Since early 2013. I've had all the dev kits.
I've watched this grow from near inc...
False alarm. It only looked like it was working (duh) because I didn't
add distant objects yet.Now I'm having another issue that's probably
related.Here's a high-res video of what's happening, and I hope it's
easy to follow: https://www.youtube.com/w...
Yeah you're right, I just made a blank scene and applied the same camera
setup/skybox and it's fine. So something is messing with it, but I have
no idea what. Guess I'm at another indefinite standstill haha. I've got
no code that touches cameras at a...
Thanks so much cyber! Missed that. I can now have both rigs and move.
Oddly though, I gotta figure out now why the Y rotation of the camera
seems to double up on itself and rotate the skybox more than it should.
Probably doing something ignorant
Hmmm that's how I already had it set up. It was working, as in,
rendering my skybox and distant objects just fine with the second
camera, but something about having a second rig in there was stopping
locomotion on behalf of the player controller obj....