Hi Jan, Well, their SDK is still open source. I was actually forced to rebuild the entire library from source to get it to work with Visual Studio 2013 Express, since they only shipped compiled libraries for the pro versions.
What complicates things is that they have added a runtime layer that is needed to get their library to work. Without that runtime service running on your computer you are unable to enumerate any devices, real or emulated. That runtime service is closed source. This will probably be problematic for future Linux support, and I guess is one of the causes for not having any Linux support as of today. Regarding licensing, I am certainly not a lawyer but here is my take on the current status: OsgOculus development is BSD licensed, BUT (and it is a big BUT) the Oculus SDK library is NOT (L)GPL-compatible so you can never link OsgOculus library to the Oculus library if you intend to link it to anything (L)GPL. And without linking to their library, OsgOculus is kind of pointless. But as you say, it is probably a good idea to update the readme file with this information. Regards Björn ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60687#60687 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

