JackStone Posted June 4, 2016 Share Posted June 4, 2016 Hello,I will (finally) be receiving my Oculus Rift CV1 on Tuesday, hopefully, so I have started integrating the latest Oculus SDK to T3D 3.8.It seems the current information is out of date. I am getting a lot of errors relating to functions and variables being changed or depreciated. Is there an up to date reference anywhere? I can't seem to find much information on integrating the Oculus SDK with engines other than Unreal or Unity.Is there anyone that knows how to port from, I believe, the 0.5 SDK which, T3D uses, to the newest version? Quote Link to comment Share on other sites More sharing options...
Johxz Posted June 4, 2016 Share Posted June 4, 2016 (edited) hi,check this: Oculus Rift setup - http://wiki.torque3d.org/coder:oculus-rift-setupSome demos with oculus:http://wiki.torque3d.org/demo:aurora-borealishttp://wiki.torque3d.org/demo:rift-valleyOcculus Rift DK2http://forums.torque3d.org/viewtopic.php?f=9&t=63&hilit=Oculus+Rifthttps://github.com/jamesu/Torque3D/tree/oculus_dk2https://github.com/jamesu/Torque3D/commits/dx11_openvr Edited June 4, 2016 by Johxz Quote Link to comment Share on other sites More sharing options...
Timmy Posted June 4, 2016 Share Posted June 4, 2016 https://github.com/jamesu/Torque3D/tree/dx11_openvr Quote Link to comment Share on other sites More sharing options...
JackStone Posted June 4, 2016 Author Share Posted June 4, 2016 Thank you for those replies!I had seen the oculus rift setup and demo links before, but I didn't realise that the dx11 openvr project had an "Oculus" Option, I'm currently downloading that.Would it be possible to simply copy the Oculus specific information from that branch into my current engine version, or would it be easier to transfer my projects to the dx11_oculus version? Quote Link to comment Share on other sites More sharing options...
JackStone Posted June 4, 2016 Author Share Posted June 4, 2016 The dx11 oculus version seems to give me the same issues as the current version of the engine. It seems to be aimed at the 0.8 SDK, and uses "ovrHMD" which is no longer in the SDK.I'm still searching for an updated example using the recent SDK. Quote Link to comment Share on other sites More sharing options...
Timmy Posted June 5, 2016 Share Posted June 5, 2016 The oculus sdk is not been used, james is ploughing ahead using OpenVR instead, see the link i posted above for OpenVR branch. There is also a thread already in here about it. Quote Link to comment Share on other sites More sharing options...
JackStone Posted June 5, 2016 Author Share Posted June 5, 2016 Ahh, ok... So, OpenVR works with the Rift CV1? I thought it was a separate product entirely, no? Quote Link to comment Share on other sites More sharing options...
Timmy Posted June 6, 2016 Share Posted June 6, 2016 There is a thread over here for it http://forums.torque3d.org/viewtopic.php?f=9&t=63I am not sure if CV1 support is there or not? With oculus stuff, OpenVR is just a wrapper over the oculus SDK, i would assume they support 1.3 sdk by now but not sure, ask over in that thread i posted above or just grab OpenVR yourslef and run the sample ;) Quote Link to comment Share on other sites More sharing options...
JackStone Posted June 9, 2016 Author Share Posted June 9, 2016 Great, Thank you! Quote Link to comment Share on other sites More sharing options...
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