could this be worked around by wrapping the OsgOculus library as some kind
of RPC service, and making RPC calls to it instead of dynamically linking?

Christian



2014-08-17 0:13 GMT+02:00 Björn Blissing <[email protected]>:

> 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
>
>
>
>
>
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