We've had problem free Rift support in our application for well over a
year, but ever since the update that enabled ASW for everyone we've had
an issue appearing for anyone with a video card and driver that supports
ASW. The issue only appears in our...
We are interested in bundling the Rift with our high end design
software, and cannot find anywhere on the website to generate this
request. Any suggestions?(Implementation on DK2 is complete, waiting for
shipping hardware, which is another story...)-...
Pre v0.6 it seemed fairly trivial to send OpenGL textures to the rift
that weren't created using SDK function calls. You simply had to set the
OGL.TexId in the ovrGLTexture structure before calling ovrHmd_EndFrame.
I had some difficulty getting them ...
We're working on a proof of concept app using some 3rd party OpenGL
rendering software and we're having an issue with materials rendering
mostly transparent after calling ovrHmd_GetEyePoses, or ovrHmd_EndFrame.
At least with ovrHmd_EndFrame I can und...
After some more debugging I narrowed it down to an issue with monoscopic
rendering. Our rather large CAD application doesn't have a particularly
high performance 3D renderer, so by default stereo rendering is off. But
since the condition seemed to be...
We are rolling out our professional design software with Oculus support
in March. We have been working with the DK2 (we have several), and have
it functional and optimized, but are unable to upload the software
package for validation because it is pr...
So for now I'm just letting both oculus and our renderer own their own
textures, and then blitting from the renderer's textures to oculus'
textures every frame.