Re: Oculus Rift Support?

Posted by Sven Gothel on
URL: https://forum.jogamp.org/Oculus-Rift-Support-tp4032840p4032874.html

On 08/21/2014 01:48 PM, BrickFarmer [via jogamp] wrote:
>     Sven Gothel wrote
>     > I also read through the siggraph slides (link missing from your front
>     > page)
>     Pls update your browser cache, it's there.
>
> Sorry, I meant the JOGL main page, the links on the right hand side.
>
Ah .. thx, have to update those.

> Anyway thanks for the extra info.  I tried again with the demo and suspect it
> might be designed for pre 0.4.1 SDK? because I get now a crash in some Oculus
> native library I think.  I'm not familiar with the earlier Oculus SDKs...

We are still using Oculus VR RIFT SDK 0.3.2,
maybe a 'firmware upgrade' renders this SDK incompatible ?

Works well here w/ DK1.

As mentioned, I will experiment w/ some patches to have it working
w/ DK2 .. even though the eye tracking might not be possible
w/o the 0.4.1 SDK version.

>
> I also agree that this binary blob approach is a bit worrying.  Who knows what
> it's going to be doing in the future (facebook?).  Currently this blob is
> windows only, but I'm sure it will arrive on the mac and linux soon enough.

We probably have to make a decision here .. maybe offer both bindings.

>
> Anyway given the current situation I'm sure it would also be useful to also
> have just a thin wrapper for some requirements, especially whilst things are
> in flux and things like shader responsibility and other features may shift
> responsibility again going forward.  Is this something gluegen could be doing?
>  Or am I better to be focusing on JOVR for that lower level of access?  The
> idea of cross platform JOGL + Rift is so appealing!

Well, we do not hide a thing of the SDK, i.e. all is accessible via
'com.jogamp.oculusvr'. We just don't support the SDK rendering approach,
since it cannot be properly compatible with JOGL.
The latter is due to different path of loading the GL library
and OpenGL profile usage - on all platforms.
Hence I chose the client rendering approach.

Our JOGL Stereo*Renderer is simply our general abstraction,
but you still can use the SDK API as mentioned above.

>
> Btw I'm happy to test DK2 code for you if you need!  OSX 10.5.8 Java 7
> although my laptop can only handle simple Rift scenes...
>
> glob duration 10000
> glob useStereoScreen true
> deviceType Default
> deviceIndex 0
> biLinear true
> numSamples 0
> useSingleFBO false
> useRecommendedDistortionBits true
> useVignette true
> useChromatic true
> useTimewarp true
> useAutoSwap false
> OVR::DeviceManagerThread - running (ThreadId=0x0x19713d000).
> OVR::DeviceManager - initialized.
> #
> # A fatal error has been detected by the Java Runtime Environment:
> #
> #  SIGSEGV (0xb) at pc=0x000000019702ad1c, pid=11336, tid=6403
> #
> # JRE version: Java(TM) SE Runtime Environment (7.0_67-b01) (build 1.7.0_67-b01)
> # Java VM: Java HotSpot(TM) 64-Bit Server VM (24.65-b04 mixed mode bsd-amd64
> compressed oops)
> # Problematic frame:
> # C  [liboculusvr.jnilib+0x5d1c]  OVR::CAPI::HMDRenderState::GetDesc()+0x5c
See above - maybe due to the firmware issue, or simply that SDK 0.3.2 is not
'fit'.

Thx for your offer, will update on forum when I have a patch in.

~Sven



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