Re: does ogre support virtual reality development ?
Posted: Sat Apr 04, 2015 3:18 am
@Kojack: Can you send me a PM on the Oculus forums with the project you're having trouble with? I may be able to get someone on the team to take a look.
Support and community hang-out spot for Ogre3D
https://forums.ogre3d.org/
Kojack wrote:I was doing it all myself, but that was too troublesome (since things like overdrive are needed but not publically described) so I'm just letting the sdk do it. But with directx it crashes inside of oculus code that I can't debug. OpenGL is working, I just need time to clean it up (I've spent the last week writing a ray tracer for my students. It's their job to optimise it to run faster using threads, sao, better cache use, etc). Back on oculus code tomorrow.
The main issue at the moment is that Ogre can't create windows bigger than the monitor. My monitor is 1680x1050, but the oculus rift is 1920x1080. In direct mode you can't see the rift from windows, a window exists on the monitor. But Ogre clamps it to 1680x1050 and the oculus sdk upscales it to 1920x1080. It's possible at least in windows with dx11 to make the swap chain of a window at a different resolution to the window (so I could have a 1920x1080 back buffer in a 100x56 window for example). This requires hacking ogre's windowing code. I've done it successfully in the past with dx11, but I don't know if it's possible in gl3plus.
fla666 wrote:VR have huge market on mobile Device , if you guys can develop VR related support for android and ios , things maybe become more valuable than just mainly for PC