01-16-2015 11:14 AM
01-16-2015 12:52 PM
01-16-2015 01:31 PM
01-16-2015 01:51 PM
01-17-2015 01:13 AM
01-17-2015 02:46 PM
01-20-2015 02:38 PM
"cybereality" wrote:
Any reason you aren't on the latest 0.4.4 SDK?
"kojack" wrote:
I do:
- ovr_Initialize(); (this must be before opengl, since this sets up the code to intercept opengl with the oculus render shim)
- opengl (loaded as part of a dynamic renderer plugin)
- create window
- create hmd
- attach hmd to window
- configure tracking
"jimbo00000" wrote:
Direct mode works for me in this project https://github.com/jimbo00000/RiftSkeleton on a GTX 780Ti, i7 920, SDK 0.4.4. I'm doing things in this order:
ovr_Initialize
ovrHmd_Create
glfwCreateWindow
ovrHmd_AttachToWindow
glewInit
ovrHmd_ConfigureTracking
ovrHmd_ConfigureRendering
01-21-2015 02:11 AM
"rwblodgett" wrote:
I believe I'm following roughly this same thing. However, how do you create an opengl context without supplying a window's device context? ie, I have to create the window first to get the device context.
01-21-2015 07:01 PM
You're using ovrHmd_ConfigureRendering, which implies you aren't doing client distortion rendering, but sdk distortion rendering. I'm trying to do client distortion rendering.
01-22-2015 04:20 PM
int RiftAppSkeleton::ConfigureClientRendering()
{
if (m_Hmd == NULL)
return 1;
ovrSizei l_TextureSizeLeft = ovrHmd_GetFovTextureSize(m_Hmd, ovrEye_Left, m_Hmd->DefaultEyeFov[0], 1.0f);
ovrSizei l_TextureSizeRight = ovrHmd_GetFovTextureSize(m_Hmd, ovrEye_Right, m_Hmd->DefaultEyeFov[1], 1.0f);
ovrSizei l_TextureSize;
l_TextureSize.w = l_TextureSizeLeft.w + l_TextureSizeRight.w;
l_TextureSize.h = std::max(l_TextureSizeLeft.h, l_TextureSizeRight.h);
m_EyeTexture[0].OGL.Header.API = ovrRenderAPI_OpenGL;
m_EyeTexture[0].OGL.Header.TextureSize.w = l_TextureSize.w;
m_EyeTexture[0].OGL.Header.TextureSize.h = l_TextureSize.h;
m_EyeTexture[0].OGL.Header.RenderViewport.Pos.x = 0;
m_EyeTexture[0].OGL.Header.RenderViewport.Pos.y = 0;
m_EyeTexture[0].OGL.Header.RenderViewport.Size.w = l_TextureSize.w/2;
m_EyeTexture[0].OGL.Header.RenderViewport.Size.h = l_TextureSize.h;
m_EyeTexture[0].OGL.TexId = m_renderBuffer.tex;