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Update to SDK 0.5.0.1 #16

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Update to SDK 0.5.0.1 #16

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Commits on Oct 13, 2014

  1. Several fixes, added positional tracking

    I’ve made a copy of the example scene, which I can merge back in later
    when this is all clean. My intention for my own projects is to use the
    GL3 programmable renderer pipeline, so will work on making that usable
    too.
    
    There were a few confounding factors in getting this working:
    
    * The scene scale in the included example was huge, at non-physical
    size (500 m wide). This meant that even when I did get positional
    tracking was working, I didn’t notice it, since any head movements
    didn’t give a sense of parallax with distant objects. It also had the
    side effect of making any stereo effects un-noticeable since the eye
    separation offsets coming from the had are also in physical scale.
    
    * Part of the culprit here is the ofEasyCam which by default translates
    the camera quite a large distance away from the origin (based on
    viewport size).  This is now disabled with cam.setAutoDistance(false);
    
    * The previous example also had drawing errors due to lack of depth
    testing in the Fbo. This is now enabled.
    mattebb committed Oct 13, 2014
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Commits on Oct 22, 2014

  1. WIP getting programmableRenderer working

    Still a big mess, but getting closer
    mattebb committed Oct 22, 2014
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Commits on Oct 23, 2014

  1. Working properly in programmableRenderer

    and default fixed function too
    mattebb committed Oct 23, 2014
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Commits on Oct 26, 2014

  1. Cleanup, need cam.begin() and end()

    Camera worked ok in non-programmable renderer, but needs begin() and
    end() around drawing, since programmableRenderer doesn’t seem to set up
    the viewport the same way…
    mattebb committed Oct 26, 2014
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Commits on Oct 27, 2014

  1. More fixes

    Scratch last commit, had things very backwards
    mattebb committed Oct 27, 2014
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Commits on Nov 2, 2014

  1. Updated to SDK v0.43

    May need to re-add some files for windows
    Also need to update deprecated functions
    mattebb committed Nov 2, 2014
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  2. Replace deprecated ovrHmd_GetEyePosePerEye

    Now uses ovrHmd_GetEyePoses
    mattebb committed Nov 2, 2014
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Commits on Nov 3, 2014

  1. For testing - get rid of viewAdjust

    Taken care of by getEyePoses now, apparently
    mattebb committed Nov 3, 2014
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  2. WIP code for SDK distortion rendering

    Not working yet
    mattebb committed Nov 3, 2014
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Commits on Nov 4, 2014

  1. Getting closer to SDK render working

    still weird issues with render target vs. window size
    mattebb committed Nov 4, 2014
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Commits on Nov 5, 2014

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  2. Duh, matrix order

    mattebb committed Nov 5, 2014
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Commits on Nov 8, 2014

  1. if, not ifdef

    mattebb committed Nov 8, 2014
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Commits on Nov 15, 2014

  1. SDK Render working in fixed function pipe now

    All it needed was glUseProgram(0);
    
    sigh…
    mattebb committed Nov 15, 2014
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Commits on Nov 24, 2014

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  3. clean up frag shader

    mattebb committed Nov 24, 2014
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Commits on Feb 16, 2015

  1. Update project files

    mattebb authored and mattebb committed Feb 16, 2015
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  2. Roll in patch from armadillu

    mattebb authored and mattebb committed Feb 16, 2015
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  3. Initialise hmdCaps properly

    mattebb authored and mattebb committed Feb 16, 2015
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Commits on Feb 25, 2015

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  2. Merge pull request #2 from obviousjim/mattebb-master

    adding orientation mat back
    mattebb committed Feb 25, 2015
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  3. Added recenter pose function

    mattebb authored and mattebb committed Feb 25, 2015
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Commits on May 12, 2015

  1. Update to 0.5.0.1 SDK

    * New SDK includes both a LibOVR framework, and additional headers.
    I’ve included the headers etc like previously but going forward, it
    would be nice and simple if we could just use the framework.
    * Removed dependencies on LibOVRKernel (eg. internal OVR C++ types),
    since they were only used in a pretty minor fashion. Now this is just
    using the straight up simple C API. Perhaps can now remove Kernel
    dependencies from Xcode project files…
    * Commented out static_asserts in OVR_CAPI_GL.h since OF doesn’t build
    with C++11 yet. In the forums an oculus dev told me next version will
    have a backward compatibility fix for this
    mattebb authored and mattebb committed May 12, 2015
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Commits on May 13, 2015

  1. Some workarounds no longer needed

    mattebb authored and mattebb committed May 13, 2015
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  2. Big refactor, preparing for dynamic HMD settings

    Aim is to allow toggling HMD/distortion settings, changing render
    target size, at runtime
    mattebb authored and mattebb committed May 13, 2015
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  3. Restore quaternion convert

    mattebb authored and mattebb committed May 13, 2015
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  4. First example modifying state at runtime

    Just switches the vignette off right now, further work required.
    mattebb authored and mattebb committed May 13, 2015
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Commits on May 14, 2015

  1. Added functions to alter hmd settings and render target pixel density…

    … at runtime
    mattebb authored and mattebb committed May 14, 2015
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  2. Remove PredictedOrientation stuff, not used any more

    mattebb authored and mattebb committed May 14, 2015
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  3. Remove last predictedOrientation vestiges

    Not in current SDK
    mattebb authored and mattebb committed May 14, 2015
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  4. Remove Last predictedOrientation vestiges

    mattebb authored and mattebb committed May 14, 2015
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  5. Configurable position tracking

    Doesn’t seem to be working 100% yet?
    mattebb authored and mattebb committed May 14, 2015
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  6. Position tracking leftovers

    mattebb authored and mattebb committed May 14, 2015
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  7. Cleanup of setup() method

    mattebb authored and mattebb committed May 14, 2015
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  8. position tracking test

    mattebb authored and mattebb committed May 14, 2015
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Commits on May 15, 2015

  1. Added helper function for making OF Window fullscreen on the rift dis…

    …play
    
    Mac OS X only for now, it’s all I can test. Irrelevant for SDK direct
    mode too..
    mattebb authored and mattebb committed May 15, 2015
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  2. Add hooks for direct mode on Windows

    Can’t test yet since I don’t have a Windows build environment
    mattebb authored and mattebb committed May 15, 2015
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  3. Function to retrieve user eye height from oculus config

    For better matching of peoples’ perceptual experiences
    mattebb authored and mattebb committed May 15, 2015
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  4. Example improvements + performance tweaks

    mattebb authored and mattebb committed May 15, 2015
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  5. Removed dependencies except for framework

    mattebb authored and mattebb committed May 15, 2015
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Commits on Jul 9, 2015

  1. Restore old header paths, don't know why these were removed

    mattebb authored and mattebb committed Jul 9, 2015
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  2. cleaning

    mattebb authored and mattebb committed Jul 9, 2015
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Commits on Jul 19, 2015

  1. Get rid of old example

    mattebb authored and mattebb committed Jul 19, 2015
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  2. Restored mouse picking

    mattebb authored and mattebb committed Jul 19, 2015
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Commits on Jul 25, 2015

  1. Nasty judder fix!

    This fixes a problem that’s been lingering for a while, with OF double
    buffering interfering with the Oculus SDK’s own buffer swapping and
    VSyncing. Makes everything nice and smooth, but could be a bit
    dangerous too. From the code comments:
    
        // We need to disable double buffering when using SDK rendering,
        // Since the oculus SDK takes care of drawing to screen at VSync
    time
        // If OF tries to swap buffers too, it conflicts and messes up the
    timing,
        // preventing the Oculus SDK from Vsyncing properly and causing all
    kinds of judder.
    
        // OF uses GLFW by default on PC-ish platforms, so we assume it
    here.
        // If it's not using GLFW, maybe this might cause a nasty crash :)
    mattebb authored and mattebb committed Jul 25, 2015
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Commits on Oct 13, 2016

  1. Fix OSX rift display finding function

    Yep, its so out of date, too bad.
    mattebb committed Oct 13, 2016
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