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

