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Re: Porting RoomTiny to Jogl

Posted by Sven Gothel on Aug 26, 2014; 10:41am
URL: https://forum.jogamp.org/Porting-RoomTiny-to-Jogl-tp4032722p4032937.html

On 08/26/2014 11:36 AM, BrickFarmer [via jogamp] wrote:
> I tried to port the code to GL2 and I finally got stuck with the shaders.  So
> my new plan is to start from scratch with GL2 and SDK based distortion, I'm
> determined to get something working with JOGL :)  I'm going to start a new
> topic because I already need a few pointers around buffer creation in JOGL.

I would appreciate if we could elaborate on our oculusvr binding
w/ client rendering allowing the client code handle all GL commands.

The _strong_ reason for client rendering is exactly what you have experienced,
i.e. the need of proper GL control by our code (GL profiles, etc).
I mentioned this earlier.

Maybe one could apply the mentioned changes to our SDK git repo I mentioned,
test and commit:

> There seems to be 'hacks' to enable proper DK2 detection
> and maybe even the new position tracking:
>   <https://github.com/jherico/OculusSDK/commits/stable>

This seems to be more reasonable than me doing it and relying on the roundtrip
of you testing w/ DK2.

I will validate as soon as my DK2 arrives.

~Sven

>  Thanks.


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