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Afuerg

Afuerg

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Afuerg
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  • I didn't realize their logos proportions where off until I saw your version... what has been seen cannot be unseen. damnit
  • Errormayhem wrote: Wow! Not 24 Hours of use and Swirly Scratches all over! wish i would of seen this post like 8 hours ago! Anyway, I did a fine job scratching up the "A" set of Lens, If anyone wants to trade a perfect "B" set for your unused "A" …
  • tmason101 wrote: Hope someone can figure out why my code below doesn't work in "Direct" mode! But that is for other threads... The combination of direct mode and OpenGL has been buggy/non functional since they introduced direct mode. I'm not …
  • Why not use Airplane mode?
  • jherico wrote: Oculus should really be testing all their GL code against core profiles, but they're clearly not doing so since virtually every SDK release has had one issue or another with OpenGL versions > 3.x Core. I agree, having to dea…
  • pixelminer wrote: +1 I got snagged on exactly the same function when doing my integration. Had to walk though the OculusWorldDemo with the debugger attached and a breakpoint set at the function be to understand what input the function was expec…
  • 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 runnin…
  • deanbeeler wrote: Are you attempting to use OpenGL on AMD hardware? With this release that's presently unsupported though it will be in the next update. Wait, what??? I'm developing with OpenGL on AMD hardware, so I won't be able to do that …
  • A software fake mode for testing would be nice, where you can somehow simulate head movement with the mouse and keyboard. Also nice for teams where there are more developers than Rifts.^^
  • 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 working example…
  • DoZo1971 wrote: Pffff.. I'm clueless. You could try this one just to make sure (just copy and paste the text over the existing example). It's standard stereoscopic rendering, doesn't use any Oculus stuff but it uses the same off-screen FBO set…
  • 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.
  • Well, disappointing, but understandable. Most other developers aren't maintaining a tracking Github repository of the SDK, so I may be overestimating the demand for something like this. Then again, my examples repo and SDK repo have about 30 forks b…
  • Interesting find with the line of sight, I'm going to try out your example as soon as possible.
  • Hmm unfortunately that doesn't work for me, no matter where I put OVR::System::Init() I still get the error.
  • Afuerg wrote: Here's an example of stereo rendering with the Rift using QML and Qt3D, but I haven't tried it out yet: https://github.com/dragly/oculusqt3d Started porting it to Windows using CMake so I can try it out, see my fork: https://g…
  • Here's an example of stereo rendering with the Rift using QML and Qt3D, but I haven't tried it out yet: https://github.com/dragly/oculusqt3d Also to make it easier for you guys to try my modifications, I forked/branched the example, cleaned up t…
  • lookdad wrote: Afuerg wrote: @lookdad Why not try Unitys free version until you learned it? It misses some features, but you can still achieve alot with it. I'd be happy with it if I could implement the Rift, but that's only possible wit…
  • @lookdad Why not try Unitys free version until you learned it? It misses some features, but you can still achieve alot with it.
  • Hi, my names Alexander, I'm doing a Rift project and this board should prove useful with this.
  • 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?
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