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I've updated the Oculus SDK to 0.3.2 (the latest cross-platform version). Since it now provides appropriate distortion rendering based on the different HMDs, the VR code has been simplified and rewritten. I've added some small LibOVR hacks to get the Oculus Rift DK2 to work on OS X. I've also eliminated the well-known black smearing on the DK2. There's some initial joystick/gamepad support, tested with both PS3 and Xbox 360 controllers on OS X. The Xcode project should produce a fully-functioning application bundle/executable in one click. UPDATE: Just got things built with VS2010 Express with a couple small changes. I've updated the SLN to pull in the included LibOVR with the changes I've made to support DK2.

…S X), and updated Xcode project to build "out of the box".

Fixed issue with dyld being unable to locate SDL.framework.
Mac OS X 10.4 may no longer be supported.
Modified .gitignore to exclude Xcode files.
…in order to debug rendering with out an Oculus VR unit.
Disabled SDL_GetGammaRamp on OS X due to crashes on 10.9
Updated Xcode project and README.md
…of the built-in SDK CAPI and distortion rendering support. Paving the way for Oculus SDK 0.4 and Rift DK2 support.
…, where the eyes were swapped in certain configurations (rift DK2 vs. DK1)...
…ng which LibOVR debug HMD to use, while bugfixing VR initialization failures
Eliminated some extern cvars from vr_ovr.cpp in favor of passing in the
required values in the appropriate function calls.
…xis_debug 1 to see axis numbers printed to console.
- bump version to 1.85
- options VR submenu! set options without console commands
- eliminated VR_RenderScene in favor of VR_SetupView to account for
position changes
- preprocessor #defines for Oculus SDK v0.3 + v0.4 switching to support
multiple platforms/SDKs seamlessly and simultaneously
- tweaked intermission
- bumped host_maxfps default to 240
- miscellaneous cleanup
…rtionRenderer and DistortionShaders. stubbed in an overdrive alternative.
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