LWJGL working on Raspberry Pi in full screen mode

Started by spsn, November 09, 2012, 17:29:43

Previous topic - Next topic

rupy

Yep saw that too but Stellas JRift 0.8 does not expose this Ovr method what I can find:

ovrHmd_AttachToWindow

"It's like Homeworld in first person."

spasi

There's no ovrHmd_AttachToWindow in recent versions of the Oculus SDK.

rupy

Ok, so how would one go about getting the DK2 monitor?!

getMonitors() only returns the primary monitor.

PointerBuffer buffer = glfwGetMonitors();
System.out.println(buffer.get() + " " + glfwGetPrimaryMonitor());


returns something like: 3450336 3450336 and is length 1 no matter which state the DK2 is in; off, on with orange light or on with blue lights on both headset and camera.

"It's like Homeworld in first person."

spasi


rupy

Ok, apparently the Vive still has extended! Problem solved!

Edit: it works but the fresnel lenses are flareing, Valve won't release antiflare shader either: I'm off VR until I get WebVR working in the Vive.

Edit2: Got WebVR working my the Vive, it's so cool: https://webvr.info/samples/

"It's like Homeworld in first person."

rupy


"It's like Homeworld in first person."

abcdef

they ported LWJGL 2x, hopefully spasi will get some time to add the arm format to the official builds now that 3.0.0 is out.

rupy

I use 2.0 (like minecraft) so I don't care about 3.0... I wish somebody told me this could be done so simply:

http://rogerallen.github.io/jetson/2014/07/31/minecraft-on-jetson-tk1/

Oh well, better late than never.

"It's like Homeworld in first person."