Showing posts with label quaternion. Show all posts
Showing posts with label quaternion. Show all posts

Monday, September 30, 2013

A complete, cross-platform Oculus Rift sample application in almost one file

There are few things as dispiriting as finding a blog on a topic you're really keen on and then seeing that it withered and died several years before you found it.

Dear future reader, I'm totally sorry if this happened to you on my account.  However, you needn't worry about it yet; I have lots more to write.  In fact, today I will vouchsafe to my readers (both of them) a large swath of code, representing a minimal application for the Rift, in a single file C++ source file.  Aside from the main source file, there are six shader files representing the vertex and fragment shaders for three programs.

The program uses four libraries, all of which are embedded as git submodules in the project, so there's no need to download and install anything else.  All you need is your preferred development environment, and CMake to generate your project files.

I've attempted to make minimal use of preprocessor directives, but some small platform differences make it unavoidable.

Sunday, August 18, 2013

Troubleshooting the SDK: Accessing the Head Tracker Data

For myself, people on the Oculus Developer forums who report issues and request help boil down into two main categories: people with display issues, people with tracker issues.  Display issue people are having problems with display splitters, monitor cloning, or getting the output to the correct window, or even getting the rift display to show any output at all.   Tracker issue people are having issues getting the tracker to properly represent the orientation of the Rift and convey that information to the application.  Today we're going to focus on tracker issues.