Hi,

On Sun, Aug 17, 2014 at 12:13 AM, Björn Blissing <[email protected]> wrote:
> 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.


It is actually a lot worse than that - all the tracking code is in the
proprietary runtime blob as well. The libOVR library is only a thin
shim that talks to the runtime over a UDP socket now, providing a few,
essentially convenience, functions. The library is completely useless
without the runtime code. So that's hard to call "open source".


>
> 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.

Yes, that could work. Because while the code is BSD-ish, it isn't
useful without the proprietary dependency at the moment.

Regards,

Jan
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