I have an NDK app (that uses VrAppInterface in C++) and I want to link
to the platform library to add in-app purchase support. I thought I
should simply be able to link to libovrplatform.so in
Android/libs/armeabi-v7a and include svcjar.jar in my pro...
I have a native app that adjusts the eye view matrix for doing
additional turning on top of the view matrix I'm getting in
VrAppInterface::::DrawEyeView. I properly set the ExternalVelocity
matrix. It works fine, except for objects that I want to rem...
I'm playing around with the VrCubeWorld_Framework native sample in the
Oculus Mobile SDK (1.0.0.1) with a Galaxy S7. I decided to try to rotate
the view independent of the head orientation (I'm just experimenting),
but I get a lot of judder (or shaky...
husakm's comment about OpenGL for serious scientific work is not stating
that OpenGL is better than DirectX. If you want to develop scientific
applications that run on the platforms you have, reuse existing tools
already out there, or get a job worki...
I figured out how to fix the problem I was having. For the second
method, in addition to the jni.dependencies block, I also added a
jniLibs.dependencies block. It doesn't seem to work with just one of
them. Also make sure you also include liboculus_p...
I've never developed with Unity so I don't know where you would find
this option, but it might help you get in the right direction. In a
native application, to drop the frame rate from 60 down to 30, you can
call App::SetMinimumVsyncs and pass in 2 (...
In case anyone has the same problem, I fixed it by adding the
VRAPI_FRAME_LAYER_FLAG_FIXED_TO_VIEW flag in ovrFrameLayer::Flags for
the fixed layer, in DrawEyeView.
I did see an interesting app on the news, but I can't remember what VR
platform it was for or what it was called, but it was a really cool
concept. In the app you're walking on a beam really high in the sky, by
some skyscrapers. They placed a real wo...