LWJGL 3 with Oculus Rift

Started by BrickFarmer, February 12, 2015, 11:55:48

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spasi

Quote from: BrickFarmer on September 01, 2015, 11:13:46Here is my init code:

It's wrong: you're assuming that the ovrHmd pointer points to an ovrHmdDesc struct. This was true in 0.6 but has changed in 0.7. ovrHmd is now an opaque pointer and ovrHmdDesc must be retrieved using ovr_GetHmdDesc(), see the HelloLibOVR sample.

Quote from: BrickFarmer on September 01, 2015, 11:13:46I will ignore the jemalloc for now, but maybe the exception could be caught going forwards?

Sorry about that, there was a printStackTrace() in there. The next build will fallback silently.

BrickFarmer

Thanks, that's working fine now! :) 
Oculus Rift CV1, MBP 2016 - 2.9 i7 - Radeon Pro 460  OSX 10.12.4,  Win7 - i5 4670K - GTX1070.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon

BrickFarmer

Quote from: Kai on August 31, 2015, 08:35:26
Quote from: BrickFarmer on August 31, 2015, 08:22:48
...along with some d3d swap chain creation error, ie something internal to the SDK.
D3D swap chain? Is libOVR using DirectX/Direct3D?? o_O
Thought it would use OpenGL. Do they use Direct3D internally (which would explain why it's Windows-only) and just want the application to blit the framebuffer into an OpenGL texture, which they then display via Direct3D?

Yes I was wondering the same, I've asked over on Oculus board to see if anyone knows...
Oculus Rift CV1, MBP 2016 - 2.9 i7 - Radeon Pro 460  OSX 10.12.4,  Win7 - i5 4670K - GTX1070.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon