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 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
_______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

