On Sun, Aug 17, 2014 at 8:58 PM, Robert Osfield <[email protected]> wrote: > Hi Guys, > > It's great to see the Occulus Rift support coming along, but am a bit > disappointed with the platform support and license restriction that the > Occulus SDK is adding to mix. > > The OSG is quite capable of doing the distortion correction and stereo > management required out of the bag - you just need an osgViewer::Config > implementation written for the device, all you were need to know is > distortion associated with the particular display setup. Syncing the eye > point/viewing direction would need then be needed, might their be a way of > getting this without the SDK? >
Unfortunately, with the DK2 Rift it is not possible to get the tracking to work without the SDK neither - it is done by the binary blob in the runtime. The old DK1 Rift works as a HID device and you can easily get the tracker data without the SDK (been there, done that, there is even the OpenHMD library doing it). However, the new DK2 has the new optical camera tracker and that one is also used to correct yaw drift (they don't seem to be using the magnetometer anymore). All that sensor fusion code + tracker init and decoding needs to go through the proprietary runtime :( You could probably "reverse engineer" the UDP protocol the libOVR talks to the runtime (the source is available) and avoid linking to the non-GPL-compatible libOVR, but I am not sure how legal would that actually be. Unless Oculus releases the source for the runtime in the near future and possibly changes the libOVR license to something more GPL-friendly, Rift will likely be the most difficult HMD to support in open source projects on the market :( Regards, J. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

