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I tried out the RiftDemo with the 0.7 Oculus SDK and noticed that the right eye was not rendering in the rift. I made a minor change to the RiftApp.java in initGl() to specify the "Pos" . This seemed to fix the issue for me. With this minor change the 0.7 SDK works great!
Thanks so much for the example! I'm going to be updating the integration with MyRobotLab ( www.myrobotlab.org ) soon to support the Direct Display mode. Thanks for doing all the hard work!
The text was updated successfully, but these errors were encountered:
I'll take a look at the demo and see if I can figure out why that wasn't
working for you. Glad you got it functioning though. Good luck with your
robots.
I tried out the RiftDemo with the 0.7 Oculus SDK and noticed that the
right eye was not rendering in the rift. I made a minor change to the
RiftApp.java in initGl() to specify the "Pos" . This seemed to fix the
issue for me. With this minor change the 0.7 SDK works great!
Thanks so much for the example! I'm going to be updating the integration
with MyRobotLab ( www.myrobotlab.org ) soon to support the Direct Display
mode. Thanks for doing all the hard work!
—
Reply to this email directly or view it on GitHub #13.
I tried out the RiftDemo with the 0.7 Oculus SDK and noticed that the right eye was not rendering in the rift. I made a minor change to the RiftApp.java in initGl() to specify the "Pos" . This seemed to fix the issue for me. With this minor change the 0.7 SDK works great!
...
for (int eye = 0; eye < 2; ++eye) {
layer.Viewport[eye].Size = textureSizes[eye];
layer.Viewport[eye].Pos = new OvrVector2i(0, 0);
}
layer.Viewport[1].Pos.x = layer.Viewport[1].Size.w;
...
Thanks so much for the example! I'm going to be updating the integration with MyRobotLab ( www.myrobotlab.org ) soon to support the Direct Display mode. Thanks for doing all the hard work!
The text was updated successfully, but these errors were encountered: