Hello, On Mon, Oct 23, 2017 at 12:03 PM, Gianluca Natale <[email protected]> wrote:
> Hi all, > > We have the requirement to implement VR in our applicaton, that is > currently completely based upon OSG 3.0.1 (I do know that it is a bit old, > yes!). > > Specifically, we would need to support HTC VIVE VR displays. > I do know we have to allocate a quad buffer for that, I mean let OSG > allocate a quad buffer. > > Did anybody already try to develop an OSG based application for VIVE VR > display? > > Is there an example that I can look at, as a good starting point? > You will need to integrate the SteamVR SDK. Vive does not use quad buffer rendering. Roughly speaking, you will need to render a large buffer containing images for both eyes (side-by-side stereo) pre-distorted to match the distortion of the optics in the HMD. The SDK provides the tools for doing this. There is a project integrating the Oculus Rift with OSG already, maybe that you could use as a starting point - the HMDs work very similarly even though the APIs are obviously different. Another option is the OSVR toolkit - their Render Manager supposedly (didn't test it myself) works with Vive and it may be easier to integrate. Regards, J.
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