Re: Oculus Rift Support?

Posted by BrickFarmer on
URL: https://forum.jogamp.org/Oculus-Rift-Support-tp4032840p4032851.html

Looks interesting! I've managed to build the sources but I'm stumbling over this dependency:

java -cp build/jar/jogl-all.jar:build/jar/jogl-all-natives-macosx-universal.jar:build/jar/atomic/oculusvr.jar:build/jar/atomic/oculusvr-natives-macosx-universal.jar:build/jar/jogl-test.jar com.jogamp.opengl.test.junit.jogl.stereo.StereoDemo01
Exception in thread "main" java.lang.NoClassDefFoundError: com/jogamp/common/type/WriteCloneable

It looks like a gluegen dependency? is that right and if so which jar am I best using?

I also read through the siggraph slides (link missing from your front page) and found the stereo renderer references. My Java is very rusty after a few years ion iOS.  But I had a quick browse of the code.  One idea I had about this kind of rendering was that not the whole scene needs to be rendered twice.  It should be possible to pass in a FBO for the background to each eye renderer.  ie. a single distant background.  That might involve some low level clone of an FBO, if that is possible, so that each stereo renderer is drawing on top of the same background.  Just an idea, and I'm a long way from being able to know if that's possible :)  I'm still trying to work out wether to use objective-c or Java for my next project.

btw running the NEWT unit tests gave me some very tantalising insights into what's now possible with JOGL, exciting stuff!