oculus

Retrieving and playing a video file stored locally on an android VR headset (Oculus Quest)

╄→гoц情女王★ 提交于 2019-12-24 20:52:17
问题 I am in the midst of making some prototypes that require me to play large video files from a unity application (10gb+). These are 360 videos that will be played in a hospital environment and therefore I am hard pressed to simply upload these videos to a server as I am doing now and streaming them. The Hospital does not allow downloads like these and the connection is not good enough to stream it effectively. My solution to this is to add the videos to the headset manually and then simply play

Oculus LibOVR and GLEW header conflicts

橙三吉。 提交于 2019-12-24 03:09:48
问题 Oculus PC SDK Version: 0.6.0.1 Windows Visual Studios 2010 I'm trying to adapt an existing OpenGL application for the Oculus DK2. What I have currently working and tested: Oculus SDK Sample: OculusRoomTiny(GL) OpenGL application composed of Rendering Library that depends on GLEW and simple front-end to handle context, inputs, and window that relies on GLUT. I'm currently trying to build a new project that replaces the OculusRoomTiny rendering code with my Rendering Library. There is now a

Oculus LibOVR and GLEW header conflicts

纵饮孤独 提交于 2019-12-24 03:09:17
问题 Oculus PC SDK Version: 0.6.0.1 Windows Visual Studios 2010 I'm trying to adapt an existing OpenGL application for the Oculus DK2. What I have currently working and tested: Oculus SDK Sample: OculusRoomTiny(GL) OpenGL application composed of Rendering Library that depends on GLEW and simple front-end to handle context, inputs, and window that relies on GLUT. I'm currently trying to build a new project that replaces the OculusRoomTiny rendering code with my Rendering Library. There is now a

Black Screen when rendering with Oculus SDK

允我心安 提交于 2019-12-23 22:19:12
问题 I'm currently working on a basic Oculus Rift application based on the SDK 0.3.2 and OpenGL 3.2.0, to get me used to 3D engine and Oculus Rift technology. For now I am trying to render a rotating cube inside the Oculus. For distortion, I decided to use the rendering engine provided by the Oculus Rift team in the SDK. So, first I render my scene in a single texture containing two copies of the scene with a different background color for visualisation (for now I'm not bothering with the

AFrame Oculus Go Controller Documentation?

六月ゝ 毕业季﹏ 提交于 2019-12-23 12:47:17
问题 Does anyone know where I can get some decent AFrame Oculus Go Controller Documentation? I need to make a camera controller that moves like a WASD with the Oculus Go Controller. Right now on aframe.io there is no documentation on Oculus Go. 回答1: The Oculus Go controls are available in the master branch (you can use it today at https://rawgit.com/aframevr/aframe/master/dist/aframe-master.js) and will ship in A-Frame 0.9.0. Docs available here: https://github.com/aframevr/aframe/blob/master/docs

Unity Final VR IK (Asset) lock person in sitting position

余生颓废 提交于 2019-12-20 02:53:04
问题 Currently I am working on a game for people with accessibility restrictions. I am having the issue of locking the player model in a sitting position. If the user does not center themselves in the room the player model will be pulled to a certain direction. I would like to lock the player model in a seat and only allow for arm movements and head rotations, no leaning or moving in the game using the HMD. Since I am using the Final VR IK asset I have tried using their demo for sitting position

warning C4995 vs error C4995

让人想犯罪 __ 提交于 2019-12-20 02:30:29
问题 When I build a project (with VS2012) I get folowing output several times: warning C4995: 'DwmEnableComposition': name was marked as #pragma deprecated When I copy the projects sourcefiles into another project (and different solution) I get errors instead of warnings (and the build does not succeed): error C4995: 'DwmEnableComposition': name was marked as #pragma deprecated Is there anything I can do that I get warnings instead of errors? That is the project I am running (it's not my own code)

Alternative to glFramebufferTexture for OpenGL version 3.1 and Oculus Rift

醉酒当歌 提交于 2019-12-13 06:51:47
问题 So the Oculus Rift SDK accepts a framebuffer texture ID which is created with the glFramebufferTexture function. Example: [...] GLuint l_FBOId; glGenFramebuffers(1, &l_FBOId); glBindFramebuffer(GL_FRAMEBUFFER, l_FBOId); // The texture we're going to render to... GLuint l_TextureId; glGenTextures(1, &l_TextureId); // "Bind" the newly created texture : all future texture functions will modify this texture... glBindTexture(GL_TEXTURE_2D, l_TextureId); // Give an empty image to OpenGL (the last

Is it possible to copy/paste/type (eg. a password) from an app into the Oculus Quest headset?

|▌冷眼眸甩不掉的悲伤 提交于 2019-12-12 19:21:27
问题 Currently there doesn't seem to be an easy way to copy/paste text in the Oculus Quest, nor to 'type' into a companion app and have it sent into the headset (at least that I have seen). This makes it extremely challenging to enter complex passwords from password managers, etc. I have read some articles that say it might be possible to pair a bluetooth keyboard with the headset, which would be slightly better, but still doesn't allow me to copy/paste from my password manager. Does anyone know

Auto launching of gear vr application when samsung s7 connected to Gear VR device

与世无争的帅哥 提交于 2019-12-12 04:45:08
问题 I have developed an android application using google VR SDK. It will works fine in Samsung S7.But when i attached to Gear VR device the Gear VR app launches,i can't run my application.How can i test my application with the gear VR device. I have integrated the osig signature file.But unfortunately it never works. I have seen that by installing some other apps from the playstore will help to run my application with the Gear VR device.But its not possible,b'ze i am in a testing phase and the