I did further testing:
- If OVRService_x.exe is not running, my 0.3.1 project works fine, has correct optics and head tracking.
On the screen you can see the RGB borders like in my screenshot, but not on the Rift.
- With OVRService_x.exe running th…
Ok the fix from the "Simple OpenGL example with GLFW, GLEW and OculusSDK 0.3.1" thread works, but for some reason not while I used qcreator and qmake for building.
A few hours and a CMakeLists.txt later I can confirm, that we have a workin…
So I got an AMD system (AMD Radeon HD 6500M/5600/5700 Series) and the OpenGL Example from this post creates the expected result, but the Oculus example creates just a black screen:
But veelos example from the Coin3D thread creates …
Unfortunately, your example produces the following output with 0.3.1 and 0.3.2:
The fix from the "Problem with Oculus Rift SDK and OpenGL.." Topic for 0.3.1 does not work for me.
e: Seems to be an issue with my AMD graphic card.
Here's an example of stereo rendering with the Rift using QML and Qt3D, but I haven't tried it out yet:
Also to make it easier for you guys to try my modifications, I forked/branched the example, cleaned up the …
Great project! But I'm asking myself why you implemented all the calculations yourself, when the Oculus SDK offers the StereoConfig class which is supposed to handle this kind of calculations.
Is there a specific reason to not use it?