Hi,I was wondering if Oculus still support a single buffer for two eyes
in their latest (1.3-1.4) SDK. I have some opengl code using this
approach that works fine on the DK2 but not on the CV1. The rendering
projection on the right eye seems to be fa...
Hi,Will there be an Oculus Connect conference this year? September? I
can't find any details or information about a possible 2015
conference.https://www.oculus.com/connect/Cheers,Eric
Mecrof said: Hi,It supports single buffer. But the CV1 has asymmetric
lenses. That means the projection matrix used to render the left eye is
different than the right eye. And I didn't read all the code of your
sample, but I think the issue is here: ...
"daemeh" wrote:I also had this problem with Cinder & the Oculus 0.7 SDK,
found out that it's caused by using ovr_SubmitFrame on draw(). It seems
that ovr_SubmitFrame sends another WM_PAINT message which causes
ovr_SubmitFrame to be called recursively...
I am facing a very similar problem with my Cinder/OpenGL integration:
ovr_SubmitFrame hangs, either right from the start or after 5-10 seconds
of 'juddery' runtime. (Unrelated to mouse
events.)https://github.com/num3ric/Cinder-OculusRift/