The 0.6.0 SDK is definitely an big improvement over the previous
versions in terms of interaction with GL.But sRGB is still an unresolved
issue. Up to now I was able to fix the problem myself, as the distortion
rendering code was part of the SDK. But...
In SDK 0.4.3 ovrHmd_GetEyePose() got replaced by ovrHmd_GetEyePoses().I
like the way it now includes the necessary IPD translation. This was not
very obvious in the previous version and is now handled
automatically.What I don't understand, though, is...
So, I setup everything (using SDK 0.4.1) and got output to the DK2 in
both, extended mode and direct access mode.Unfortunately, direct access
mode does not give a usable image. The image in the window looks just
fine, while the image in the Rift seem...
Also, from a GL perspective, it would be helpful if OVR Lib would use
ARB_texture_storage to create the textures. For them, this would prevent
the app from accidentally re-specifying the texture. For me, because I
could then create a sRGB view of tho...
Actually, there's more. At least for GL, the Z axis is pointing to the
back of your head. The Camera is always looking along the negative Z
axis. The X-Axis is pointing to your right ear.
Since 0.4.4 OVRLib is using its own GL context for any rendering. Since
then, state cannot leak into your rendering context anymore - except
that very strange thing where suddenly FBO 0 can't be bound anymore and
some mysterious FBO 2 will be bound i...