Yup that's right. Actually I've yet to find out if it works on my Mac Pro...
Andy On Wed, 6 Jan 2016 at 01:48, David Seikel <onef...@gmail.com> wrote: > On Tue, 05 Jan 2016 23:56:21 +0000 Andrew Williams > <a...@andywilliams.me> wrote: > > > Exciting stuff! Just unboxing my rift - will be happy to help test > > where I can :-D > > Cool. I'm guessing you got a second hand Dk2? The pre orders for the > CV1 only open up in 14 hours. > > > Andy > > On Tue, 5 Jan 2016 at 21:45, David Seikel <onef...@gmail.com> wrote: > > > > > On Tue, 5 Jan 2016 11:47:09 -0800 Cedric BAIL <cedric.b...@free.fr> > > > wrote: > > > > >> >> So basically, get the mode info and check the "flags" of the > > > > >> >> mode struct for supported layouts. Possible values on > > > > >> >> "flags": > > > > >> >> > > > > >> >> #define DRM_MODE_FLAG_3D_MASK > > > > >> >> (0x1f<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_NONE (0<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_FRAME_PACKING (1<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_FIELD_ALTERNATIVE (2<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_LINE_ALTERNATIVE (3<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_SIDE_BY_SIDE_FULL (4<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_L_DEPTH (5<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_L_DEPTH_GFX_GFX_DEPTH (6<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_TOP_AND_BOTTOM (7<<14) #define > > > > >> >> DRM_MODE_FLAG_3D_SIDE_BY_SIDE_HALF (8<<14) > > > > >> >> > > > > >> >> This would/should actually be quite simple to detect in the > > > > >> >> ecore_drm code as we already fetch mode info for crtcs. > > > > >> >> Would just be a matter of checking for these flags. > > > > >> > > > > > >> > Not quite so correct. Sure this probably works fine under > > > > >> > DRM / Wayland, but I mentioned Mac OS X and Windows as well > > > > >> > as Linux. > > > > >> > > > > >> Sure. I defer to your wisdom in those areas ;) I was mearly > > > > >> stating that (as far as code goes), it would be fairly simple > > > > >> (wrt libdrm) to add these pieces to ecore_drm. > > > > > > > > > > Yep, looks simple enough. Still wont be useful for Mac and > > > > > Windows support, but at least that's Linux catered for in the > > > > > "detect a HMD that wants to be a monitor" stakes. As I pointed > > > > > out, not all HMDs present themselves as monitors. > > > > > > > > Or Android. Also... it is not that useful on Linux as there is no > > > > support for HMD at the moment and Occulus Rift doesn't seems to > > > > interested by that. > > > > > > Oculus did initially support Linux and Mac, but "paused" support for > > > them. Older SDKs still work. Also, see the bottom of this email. > > > HTC Vive is a Steam thing, and Steam tries to be cross platform > > > more or less, but I've not checked that out yet. I did create a > > > Steam account to see what I could find there to run on the DK2 I > > > have, and found stuff that worked fine under Windows at least. > > > Google Cardboard is obviously an Android thing, but there's > > > software that uses that protocol at the end of a network link, > > > driven from Windows. > > > > > > > Also the situation is more complex that I think it would be. > > > > There is actually 2 differents content that are streamed to an > > > > HMD. 360 view (either spherical or cylinder mapped) and > > > > stereoscopic view. Of course, some HMD support one or the other > > > > or both, enjoy ! > > > > > > It's way worse than that. VR movies are all over the place as far > > > as formats are concerned. Each of those DRM_MODE_FLAGS DH mentioned > > > before, plus a few more, have been used to make movies. Movie > > > players have a dozen or more complex controls to try to sort out > > > what to do for any particular movie. Some movies bypass the entire > > > problem and come embedded inside their own viewer, or rather three > > > of them to support the major HMDs. > > > > > > > But that's only the beginning of the trouble, each HMD has > > > > different lense which means they need different transformation > > > > (and I have not gotten the confirmation that you could write one > > > > filter that cover every HMD). > > > > > > I doubt if you could get a generic filter. One of the big issues is > > > support for people that have to wear glasses, I'm one of those. > > > There's various options for dealing with that used by various > > > manufacturers. This includes providing standard frames for > > > optometrists to fit prescription lenses into. Each individuals > > > lenses can be custom! > > > > > > The Oculus Rift DK1 came with three different pairs of lenses to > > > help the glasses wearers, the DK2 cut that down to two. Some allow > > > similar dioptric adjustment as is in top end camera viewfinders. I > > > think the CV1 just goes with "give 'em a bit more room for their > > > specs", and maybe a standardised frame? Hopefully I'll have mine > > > shortly after my birthday, and then go visit my eye doctor. > > > > > > > Now, my understanding is that there is also no common API on > > > > Windows or Mac at this stage, but each HMD provide their own SDK. > > > > Of course on Linux situation is even worse as there is not even a > > > > SDK. > > > > > > There are the older Oculus SDKs for Linux that still work fine with > > > the released developer kits. I think the Linux and Mac support > > > where "paused" at about the same time. > > > > > > > I am not to sure of the course of action that should be taken as > > > > making Occulus Rift or Gear VR work on Linux is going to be a > > > > massive under taking. I am thinking that the most easy target for > > > > development would be Mac as we are close to have 100% EFL working > > > > there already and you would add a new backend there for each HMD > > > > (at least at this stage). > > > > > > Well, I have separate Linux, Mac, and Windows development > > > workstations now, though I have to upgrade the Linux one to suit > > > HMD development. Linux is my preferred development environment, I > > > have the other two coz in the virtual world area, users want their > > > Mac and Windows support. Oddly enough, Second Life supports Solaris > > > as well, I think their developers started off using Solaris > > > workstations, so the viewer had to work there to. > > > > > > > > In the end though, I expect the existing generic HMD libraries > > > > > deal with that for us, if they don't, I can send patches. > > > > > That's where HMD device detection and configuration should live. > > > > > > > > Does that already exist ? If it does, that should definitively be > > > > the layer we work on top of. > > > > > > Yes. I mentioned two open source cross platform library efforts in > > > my initial post (OpenHMD and libvr), and a port of the Oculus SDK > > > to open source C (libovr_nsb). I have since found one more open > > > source generic HMD library - (OpenVR, have yet to find a web > > > site). There maybe more. I've read through some of the reverse > > > engineering process that has been used by the first two libraries, > > > so I'm up to speed with their problems and progress. These > > > libraries generally support Linux, Mac, and Windows, as well as > > > trying to target the major HMDs. > > > > > > On the controller front, there has long been an open source effort > > > to generically support all sorts of oddball input devices that > > > would be useful in HMD / VR work. I can't recall the name off the > > > top of my head, but I've got notes on it somewhere. I plan on > > > trying it out in my SledjHamr project eventually. > > > > > > So a lot of the massive work we can skip, others have done a lot of > > > it already, and are working on the rest. Best leave it to them, > > > but I hope there's some consolidation of effort there sooner rather > > > than later. We might have to try to predict the winner, and hope > > > we don't get that wrong. > > > > > > Reminds me, one more thing I should have mentioned about > > > controllers. A lot of the Oculus Rift software these days is > > > written with the XBox One controller in mind, as that's what will > > > come with the initial release of the CV1. I don't have one of > > > those, but I do have a Sony sixaxis controller that I got with my > > > PS3. After finding drivers for it under Windows, it worked fine > > > for Rift use on that software, they all think I'm using an XBox > > > gamepad. I also use it for Android games, and I recall it worked > > > under Linux as well. This sort of compatibility issue has been > > > around for a while, they get solved. B-) > > > > > > -- > > > A big old stinking pile of genius that no one wants > > > coz there are too many silver coated monkeys in the world. > > > > > > > ------------------------------------------------------------------------------ > > > _______________________________________________ > > > enlightenment-devel mailing list > > > enlightenment-devel@lists.sourceforge.net > > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > > > > ------------------------------------------------------------------------------ > > _______________________________________________ > > enlightenment-devel mailing list > > enlightenment-devel@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > > > -- > A big old stinking pile of genius that no one wants > coz there are too many silver coated monkeys in the world. > > ------------------------------------------------------------------------------ > _______________________________________________ > enlightenment-devel mailing list > enlightenment-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > ------------------------------------------------------------------------------ _______________________________________________ enlightenment-devel mailing list enlightenment-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/enlightenment-devel