In the current documentation there are the following lines of code://
Display all of the HUD texture.hudLayer.Viewport.Pos.x =
0.0f;hudLayer.Viewport.Pos.y = 0.0f;hudLayer.Viewport.Size.w =
1.0f;hudLayer.Viewport.Size.h = 1.0f;The comment gave me the...
Maybe someone is kind enough to point me into the right direction.I have
a HUD layer (ovrLayerQuad) which is represented by a
ovrTextureSwapChain. Now I need to apply a pixel shader but I don't know
if there is a predestined way of doing this, provid...
This one wrote insightful articles on how the IR LEDs and the cameras
are working together: http://doc-ok.org/?p=1124The LEDs identify
themselves by blinking with an individual binary pattern. If the camera
sees the LED long enough (for 10 frames) it...
Thanks a lot for outlining a solution, @volgaksoy!The OculusRoomTiny
demo includes a specific header file where it hides the shader usage
within a material struct which is used in a model struct. In my opinion
this makes it harder to understand, and ...
Thanks for the 'uplifting' words! :wink: And sorry for not mentioning
your name when quoting. It really was you. The words stuck in my head
and that's why I posted the error here, because I don't want to let
others fall into that trap. Assuming you a...