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Re: Oculus Rift SDK 0.7 Support

Posted by crramirez on Dec 06, 2015; 8:27pm
URL: https://forum.jogamp.org/Oculus-Rift-SDK-0-7-Support-tp4035867p4035888.html

Hello,

Thank you all for your responses. I finally was able to render in the SDK using 0.7 version.

elect:

I was trying to use the SDK distortion so the code will be compatible with less changes with the future SDK versions. Also it looks like simpler for me.

julien and sven:

I want to have the software ready for oculus launch. I know the choices have narrowed but I want first to support Oculus with their tech decisions and then try to support OpenVR for other platforms. Android with the GearVR and finally Google Cardboard. So I am developing in a Windows machine with SDK 0.7 installed.

sven:

Thank you for the presentation and very important in what SDK the JOGL implementation runs. I want to support extended mode too because there is a lot of laptops (including mine) which are not direct mode capable, and I want to support them also Mac and Linux because the virtual world is not as demanding as a real game so it can run smooth in not gamer laptops. I probably use the JOGL implementation for this.

I have a demo with just one class and in maven which can render in SDK 0.7. I will work with it a while to fix the cameras and head tracking and then when it is ready a can attach it if someone is interested.

In general my problems were my lack of experience in OpenGL, but in fact 0.7 is easier than the former. Also I could find an example with pure OpenGL and without frameworks or external helper classes. My demo will be as simple and tiny I can.

Regards,
Carlos