Jan Ciger wrote:
Just a quick report - I have managed to compile your code and it does
indeed work with the Oculus SDK on Linux. I have send you a pull
request with a modification already.
Great!
I have merged your changes. On windows the CMake module path started searching
from the
On Fri, Jul 5, 2013 at 11:01 AM, Björn Blissing bjorn.bliss...@vti.se wrote:
Great!
I have merged your changes. On windows the CMake module path started
searching from the wrong path, so I changed it so that it always starts
searching from the current CMakeLists.txt file directory.
I also
Jan Ciger wrote:
Sure thing.
BTW, it would be best to start e.g. a Github repo for this. I am sure
there will be contributors.
Jan
My code is available at the following GitHub repo:
https://github.com/bjornblissing/osgoculusviewer
The latest edition is tested against the SDK 0.2.3
On Thu, Jul 4, 2013 at 10:32 AM, Björn Blissing bjorn.bliss...@vti.se wrote:
My code is available at the following GitHub repo:
https://github.com/bjornblissing/osgoculusviewer
The latest edition is tested against the SDK 0.2.3 version, which was
released just hours ago.
Support is added
I have successfully compiled the source on Linux. Although I only have terminal
access to the linux machine for the moment, so I have not been able to verify
that the program actually works.
Regarding the question about why I used CompositeViewer. Well the simple answer
was because I started
Hi,
On Thu, Jul 4, 2013 at 3:50 PM, Björn Blissing bjorn.bliss...@vti.se wrote:
I have successfully compiled the source on Linux. Although I only have
terminal access to the linux machine for the moment, so I have not been able
to verify that the program actually works.
I will check that
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On 07/04/2013 03:50 PM, Björn Blissing wrote:
I have successfully compiled the source on Linux. Although I only
have terminal access to the linux machine for the moment, so I have
not been able to verify that the program actually works.
Hi,
I implemented a distortion frame for for OSG for A 6 channel helicopter
simulator last year.
I was absent for several month due to my PhD thesis but it is finished today,
so I'll plan to dive into it again in the next days/weeks
My further plans are to clean up the code, introduce it into
Hello,
On Wed, Jul 3, 2013 at 11:03 AM, Torben Dannhauer tor...@dannhauer.info wrote:
Hi,
I implemented a distortion frame for for OSG for A 6 channel helicopter
simulator last year.
I was absent for several month due to my PhD thesis but it is finished today,
so I'll plan to dive into it
Hi Luc,
On Wed, Jul 3, 2013 at 12:59 PM, Luc Frauciel luc.frauc...@star-apic.comwrote:
Hi jan,
That would be good, I am working on the Rift too, but I am a bit
hampered by weird issues with slave cameras (how to set a projection
matrix on a slave camera correctly?? Mine gets always
Hi,
I have made a example called OsgOculusViewer that I succesfully tested with my
Rift Unit. I had to modify the shader in the SDK docs a bit and I also made a
class responsible for talking to the Oculus device. This class also works if no
Oculus Device is connected, then it just return the
On Wed, Jul 3, 2013 at 4:20 PM, Björn Blissing bjorn.bliss...@vti.se wrote:
Hi,
I have made a example called OsgOculusViewer that I succesfully tested with
my Rift Unit. I had to modify the shader in the SDK docs a bit and I also
made a class responsible for talking to the Oculus device.
Jan Ciger wrote:
Ah, cool! Thanks for that, I will have a look at it.
Regards,
Jan
NP!
I have also made progress with the sensor integration and have successfully
added correction for chromatic aberration in my shader. I can upload it
tomorrow if anyone is interested.
Best
On Wed, Jul 3, 2013 at 5:54 PM, Björn Blissing bjorn.bliss...@vti.se wrote:
I have also made progress with the sensor integration and have successfully
added correction for chromatic aberration in my shader.
I can upload it tomorrow if anyone is interested.
Sure thing.
BTW, it would be best
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Hello Björn,
On 07/03/2013 05:54 PM, Björn Blissing wrote:
NP!
I have also made progress with the sensor integration and have
successfully added correction for chromatic aberration in my
shader. I can upload it tomorrow if anyone is interested.
Hi,
Jeff (jbail) pm'd me as his post is not approved yet. He has posted some code
on the Oculus developer forum:
https://developer.oculusvr.com/forums/viewtopic.php?f=39t=1885sid=4a751a276c8632e6671109c636244188
I did not tested it myself, but it looks great! Until his reply gets approved,
Hi,
Did someone achieved this yet? My oculus arrived yesterday and I'll be working
on my application next month. I'm not sure whether I'll use osg or something
else, but if someone already got this to work... Maybe you could share the code
as well, or give some pointers when I'll start working
I just got my Rift dev kit today and plan to look at this a bit as well. I'm a
little slammed on time for the next week, so I don't have any estimates but
I'll post when I have something to show. If anyone else has already made
progress, please share ;)
Cheers,
Trystan
--
Read
, the distorsion shader for the Rift is quite easy to
implement.
Luc - VRGeek and Rift fan
De :
Christian Buchner christian.buch...@gmail.com
A :
OpenSceneGraph Users osg-users@lists.openscenegraph.org
Date:
20/03/2013 19:32
Objet :
[osg-users] adding barrel distortion for stereoscopic rendering
My point is that there is no need to wait for the thing to arrive to
actually implement something. The barrel distortion parameters can also be
adjusted when the hardware finally arrives ;)
Christian
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