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Update to SDK 0.5.0.1 #16
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Commits on Oct 13, 2014
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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.
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Commits on Oct 22, 2014
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WIP getting programmableRenderer working
Still a big mess, but getting closer
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Commits on Oct 23, 2014
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Working properly in programmableRenderer
and default fixed function too
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Commits on Oct 26, 2014
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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…
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Commits on Oct 27, 2014
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Commits on Nov 2, 2014
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May need to re-add some files for windows Also need to update deprecated functions
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Replace deprecated ovrHmd_GetEyePosePerEye
Now uses ovrHmd_GetEyePoses
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Commits on Nov 3, 2014
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For testing - get rid of viewAdjust
Taken care of by getEyePoses now, apparently
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Commits on Nov 4, 2014
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Getting closer to SDK render working
still weird issues with render target vs. window size
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Commits on Nov 5, 2014
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Commits on Nov 8, 2014
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Commits on Nov 15, 2014
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SDK Render working in fixed function pipe now
All it needed was glUseProgram(0); sigh…
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Commits on Nov 24, 2014
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Commits on Feb 16, 2015
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mattebb authored and mattebb committed
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Commits on Feb 25, 2015
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Merge pull request #2 from obviousjim/mattebb-master
adding orientation mat back
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Commits on May 12, 2015
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* 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
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Commits on May 13, 2015
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Some workarounds no longer needed
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Big refactor, preparing for dynamic HMD settings
Aim is to allow toggling HMD/distortion settings, changing render target size, at runtime
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First example modifying state at runtime
Just switches the vignette off right now, further work required.
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Commits on May 14, 2015
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Added functions to alter hmd settings and render target pixel density…
… at runtime
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Remove PredictedOrientation stuff, not used any more
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Remove last predictedOrientation vestiges
Not in current SDK
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Remove Last predictedOrientation vestiges
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Configurable position tracking
Doesn’t seem to be working 100% yet?
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Commits on May 15, 2015
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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..
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Add hooks for direct mode on Windows
Can’t test yet since I don’t have a Windows build environment
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Function to retrieve user eye height from oculus config
For better matching of peoples’ perceptual experiences
mattebb authored and mattebb committedMay 15, 2015 Configuration menu - View commit details
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Example improvements + performance tweaks
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Removed dependencies except for framework
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Commits on Jul 9, 2015
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Restore old header paths, don't know why these were removed
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Commits on Jul 19, 2015
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Commits on Jul 25, 2015
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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 :)
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Commits on Oct 13, 2016
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Fix OSX rift display finding function
Yep, its so out of date, too bad.
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