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I just tried on win 8.1, last nv drivers, jogl 2.3.1
When I set the fullscreen on the Oculus (dk2) it doesnt really go to fullscreen, but a smaller resolution on the upper right corner I pick the oculus in this way (always worked so far) for (MonitorDevice monitorDevice : screen.getMonitorDevices()) { MonitorMode monitorMode = monitorDevice.getSupportedModes().get(0); if (monitorMode.getId() == 0 && monitorMode.getSizeAndRRate().surfaceSize.getResolution().getWidth() == 1080 && monitorMode.getSizeAndRRate().surfaceSize.getResolution().getHeight() == 1920 && monitorMode.getSizeAndRRate().surfaceSize.getBitsPerPixel() == 32 && monitorMode.getSizeAndRRate().refreshRate == 75.0 && MonitorMode.SizeAndRRate.flags2String(monitorMode.getSizeAndRRate().flags).toString().isEmpty() && monitorMode.getRotation() == 0 // && monitorDevice.getSupportedModes().size() == 440 ) { return screen.getMonitorDevices().indexOf(monitorDevice); } } and then the returned index is used to get the right monitorDevice and add it to the (empty) monitorDevices arrayList screen.addReference(); monitorDevices = new ArrayList<>(); monitorDevices.add(screen.getMonitorDevices().get(OculusFinder.getBestHdm(screen))); And then when I need the fullscreen on the oculus, I was used to call glWindow.setFullscreen(monitorDevices); Any idea? |
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You should have chosen a less misleading title as I assume that the problem is reproducible only with the Occulus Rift DK2. The fullscreen mode works very well under Windows 8.1 without this device. Please reproduce your bug with an existing test case and report it against JOGL.
Julien Gouesse | Personal blog | Website
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In reply to this post by elect
On 05/12/2015 10:52 AM, elect [via jogamp] wrote:
> I just tried on win 8.1, last nv drivers, jogl 2.3.1 > > When I set the fullscreen on the Oculus (dk2) it doesnt really go to > fullscreen, but a smaller resolution on the upper right corner > > I pick the oculus in this way (always worked so far) See StereoDemo01 for a better approach to determine the monitor. > > And then when I need the fullscreen on the oculus, I was used to call > > /glWindow.setFullscreen(monitorDevices);/ works within StereoDemo01 quite well, tested on X11/Linux and Windows. > > Any idea? Well, you can see in StereoDemo01, that we rotate the monitor for DK2 .. you probably have missed that. ~Sven signature.asc (828 bytes) Download Attachment |
Do you mean this? final StereoDevice stereoDevice = stereoDeviceFactory.createDevice(deviceIndex, null, true /* verbose */); if( null == stereoDevice ) { System.err.println("No StereoDevice.Context available for index "+deviceIndex); return; } final boolean isGenericDevice = stereoDevice instanceof GenericStereoDevice; if( 0 <= posx && 0 <= posy && isGenericDevice ) { ((GenericStereoDevice)stereoDevice).setSurfacePosition(posx, posy); } System.err.println("StereoDevice "+stereoDevice); // Start the sensor which provides the Rift’s pose and motion. if( !stereoDevice.startSensors(true) ) { System.err.println("Could not start sensors on device "+deviceIndex); } // // // final PointImmutable devicePos = stereoDevice.getPosition(); final DimensionImmutable deviceRes = stereoDevice.getSurfaceSize(); System.err.println("Device Res "+deviceRes+", reqRotation "+stereoDevice.getRequiredRotation()); System.err.println("Device Pos "+devicePos); final MonitorDevice monitor = StereoDeviceUtil.getMonitorDevice(stereoDevice, true); final Screen screen = monitor.getScreen(); Have you tried the StereoDemo01 with the dk2? |
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On 05/12/2015 01:35 PM, elect [via jogamp] wrote:
> Sven Gothel wrote > On 05/12/2015 10:52 AM, elect [via jogamp] wrote: > > I just tried on win 8.1, last nv drivers, jogl 2.3.1 > > > > When I set the fullscreen on the Oculus (dk2) it doesnt really go to > > fullscreen, but a smaller resolution on the upper right corner > > > > I pick the oculus in this way (always worked so far) > > See StereoDemo01 for a better approach to determine the monitor. > > > Do you mean this? > > final MonitorDevice monitor = > StereoDeviceUtil.getMonitorDevice(stereoDevice, true); yes! StereoDeviceUtil will rotate the monitor if required. > > Have you tried the StereoDemo01 with the dk2? Of course, DK1 and DK2 on Linux and Windows, as mentioned earlier. Until end of next week I should have updated to the latest OVR SDK .. and found time to experiment w/ head tracking. ~Sven signature.asc (828 bytes) Download Attachment |
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In reply to this post by elect
On 05/13/2015 10:40 AM, Sven Gothel wrote:
> On 05/12/2015 01:35 PM, elect [via jogamp] wrote: >> Sven Gothel wrote >> On 05/12/2015 10:52 AM, elect [via jogamp] wrote: >> > I just tried on win 8.1, last nv drivers, jogl 2.3.1 >> > >> > When I set the fullscreen on the Oculus (dk2) it doesnt really go to >> > fullscreen, but a smaller resolution on the upper right corner >> > >> > I pick the oculus in this way (always worked so far) >> >> See StereoDemo01 for a better approach to determine the monitor. >> >> >> Do you mean this? >> >> final MonitorDevice monitor = >> StereoDeviceUtil.getMonitorDevice(stereoDevice, true); > > <http://jogamp.org/git/?p=jogl.git;a=blob;f=src/newt/classes/com/jogamp/newt/opengl/util/stereo/StereoDeviceUtil.java;h=24eba6ec18609574abfe9cce3aa7d06238252e82;hb=HEAD> > > yes! StereoDeviceUtil will rotate the monitor if required. > >> >> Have you tried the StereoDemo01 with the dk2? > > Of course, DK1 and DK2 on Linux and Windows, > as mentioned earlier. > mode under Windows, so it behaves like a monitor device! > Until end of next week I should have updated to the latest OVR SDK .. > and found time to experiment w/ head tracking. > > ~Sven > > signature.asc (828 bytes) Download Attachment |
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