LWJGL Forum

Please login or register.

Login with username, password and session length

Author Topic: Rift Support  (Read 504 times)

BrickFarmer

  • Regular nerd
  • **
  • Offline Offline
  • Posts: 94
Rift Support
« on: December 28, 2016, 08:49:49 »

How is the Rift support in LWJGL3 these days? is it up-to-date? is anyone using it?  I wanted to get my sample app updated, and now that I finally have a Rift Capable PC check out the performance...
Logged
DK2, MBP (mid 2010) OSX 10.8.5. Win7 - i5 4670K - GTX770.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon

spasi

  • Administrator
  • Nerdus Imperius
  • *****
  • Offline Offline
  • Posts: 1856
Re: Rift Support
« Reply #1 on: December 28, 2016, 09:30:41 »

Yes, it's up-to-date. Yesterday's 3.1.1 release supports Oculus SDK 1.10.0. I haven't heard from anyone using it lately.
Logged

BrickFarmer

  • Regular nerd
  • **
  • Offline Offline
  • Posts: 94
Re: Rift Support
« Reply #2 on: December 28, 2016, 10:11:22 »

Great! It looks like you have been very busy in my absence!  I like the configurator tool, not quite sure what all the options are, but JOVR is still working :)  I feel like my matrix calcs might still be out though.  I just started using the Rift again this week, and my demo scene feels somehow wrong still.  Interesting that the play area bounds shows up with no change to my code, but not the touch controllers.  I'm gonna have a look at the updated SDK and see what I need to add.  Thanks for keeping it updated :)
Logged
DK2, MBP (mid 2010) OSX 10.8.5. Win7 - i5 4670K - GTX770.
Oculus Rift VR Experiments: https://github.com/WhiteHexagon