Hi Robert,

Well that was pretty much how my previous implementation worked. This 
implementation is still available in the master branch on GitHub (Tag: 
viewer-0.2.2). You can get all functionality except movement tracking to work 
without compiling with the Oculus SDK. Warping is made within a fragment shader 
using the supplied constant values for distortion correction. 

In principle it would certainly be possible to use the same code to drive the 
DK2 or any other HMD (which is based on a similar optical design). The only 
thing you will need is the optical measurement and the distortion factor for 
the lenses. (Still no tracking though...)

What complicates things when it comes to the DK2 is the new direct-to-rift mode 
that Oculus have implemented. If you want to run you DK2 in 75Hz low 
persistence mode you need to use this mode. When this mode is activated the 
Rift unit no longer will show as a monitor to the operating system. Instead the 
runtime service will intercept commands to the graphic card and send the 
information "directly" to the Rift. This currently only work for DirectX and 
most people with AMD cards report huge problems with this as well. (Complete 
OpenGL support is promised in a future release.) 

Using this direct mode will certainly not be possible without linking with the 
Oculus SDK.

Also the time warp trick rely on tracking information. So that would be hard to 
get working. 

This is actually one of the big drawback of using a copyleft license such as 
GPL. Most other open source licenses permit linking to proprietary libraries. 
The Oculus license is actually pretty permissive and I don't think it will be 
any more relaxed in the near future. So I think that GPL software that really 
want to use the Rift either have to rethink their choice of license (which in 
many cases can prove pretty much impossible), try to work around the licensing 
issues or hope for someone to reverse engineer the Rift units and release 
drivers that are GPL compatible. 

Regards
Björn

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