The example code in the documentation on page 31 is reading and applying
the head position for each eye seperately.This leads to both eyes
rendering something differently if my program is running slow enough. So
why not read the orientation once and ...
So according to this thread, you might be able to run 0.3.x demos with
the DK2:"jherico" wrote:Any application built with the 0.3.x SDK should
work with the DK2 properly, so anything that's been updated is de-facto
'DK2 ready'. "cybereality" wrote:Ga...
I get the following error when I try to access SensorFusion functions
like .IsAttachedToSensor() or
.GetOrientation().GetEulerAngles<>()First-chance exception at 0x...in
Project.exe: An invalid handle was specified.I created a minimal bugging
Hi,I'm trying to get the Rift view working with Coin3D, based on an
"old" example by jherico.Basically I'm building a simple Coin scene with
a perspective camera, light and cube that I render with SoSceneManager.
Also I replaced the GLFW window with ...
I've integrated Oculus in a C++ project and it mostly works, but I have
some trouble with the display that I can't seem to figure out.When I
watch my scene the center is sharp and everything there is where it's
supposed to be, but if I go further fro...
"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" se...
"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 entirely...
"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 deal with all ...