mindabuse
Explorer
since ‎07-11-2013
‎02-23-2021

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From the Oculus Blog post https://www.oculus.com/blog/powering-the-rift/Our development for OS X and Linux has been paused in order to focus on delivering a high quality consumer-level VR experience at launch across hardware, software, and content on...
I found a couple of issues with the OS X / OpenGL SDK rendering that I wanted to bring up to the Oculus SDK Developers:1. As you might be aware, ovrDistortionCap_Overdrive doesn't appear to be implemented at all for OpenGL. I've started to stub in so...
This might sound like an odd request, given that the Oculus SDK provides a way of generating an Orthographic Projection matrix at varying "distances" for 2D rendering.I'm working with some legacy OpenGL code and want to keep the supporting Oculus cha...
So developing with the Rift as a primary display is a huge pain. It appears that even the runtime/SDK demo's require the rift to be configured as the primary display in order to work properly (on OS X at least, I haven't tried in Windows recently). L...
I just noticed that ovrDistortionCap_Overdrive is only implemented in CAPI_D3D1X_DistortionRenderer.cpp. This is the case for Oculus SDK v0.4.1 for OS X which only supports OpenGL.FYI, looks like OpenGL users still need to come up with your own worka...
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