Hopefully this will be a app-scheme link that auto-launches VrScript on
the
phone:vrscript://s3.amazonaws.com/o.oculuscdn.com/vrscript0.2/reversi.rktThis
should bring up the code in DrRacket on the
PC:http://s3.amazonaws.com/o.oculuscdn.com/vrscript0...
While we are busy building examples and documentation for the mobile VR
integration, if you have an existing project it might be useful to try
building it as a traditional Android application that you can control
with the joypad, allowing you to do c...
I would like to hear what everyone is trying with the SDK -- there are a
lot of cases where a little bit of guidance from us may save a lot of
frustration on your part.
The Adreno GPUThe Adreno has a sizeable (<512k to >1 meg) on-chip memory
that framebuffer operations are broken up into. Unlike the PowerVR or
Mali tile based GPUs, the Adreno has a variable bin size based on the
bytes per pixel needed for the buffer...
Trying again after forum code patch:Hopefully this will be a app-scheme
link that auto-launches VrScript on the
phone:vrscript://s3.amazonaws.com/o.oculuscdn.com/vrscript0.2/reversi.rktThis
should bring up the code in DrRacket on the
PC:http://s3.ama...
The values that we set are the locked MINIMUM clock rates. The system
can still choose to ramp them up under some opaque internal algorithm,
so turning them down won't necessarily make your app run slower at a
steady state. It will start out slower, ...
Did you call GL_FindExtensions() first?The front buffer pointer stuff is
going to be removed, it is a remnant of when we were trying to do async
time warp using CPU cores, before we had context priority on the GPU. A
quirk of the setup for that was t...
Yes, that is basically it.You can load your own verts, programs, and
textures and basically do whatever you want. If you want the screen edge
vignette, pass through camera, and dialog panels to render correctly on
the view after your drawing, you may...
Yes, you can completely replace the contents of DrawEyeView() in
VrTemplate with your own code. It is already set up to render to the
apropriate FBO (all triple buffered properly for async time warp) with
all the picky tiler resolve optimization deta...