Björn Blissing

Results 49 comments of Björn Blissing

I have never used FlightGear so I really can't say how replacing OSGView would work. But note that FlightGear uses the GPLv2 license, so linking the Oculus SDK with FlightGear...

@nicole8806 As I previously said, linking the OculusSDK with FlightGear is violation of the GPLv2 license, since the Oculus license is **not** GPL compatible. That said, the Oculus SDK have...

@nicole8806 I have no idea what work you are speaking about. As previously said I have no experience with the FlightGear codebase. In theory you should be able to integrate...

@nicole8806 Could you expand a bit regarding the stability? What kind of issues are you seeing?

I am a bit unsure of what you are trying to achieve. However, the Oculus SDK uses the depth buffer for Asynchronous Spacewarp calculations, so modifications of the depth buffer...

The Oculus SDK have a functionality called layers. There exists a separate layer type called `Quad` which should be used for HeadUpDisplays and similar head locked graphics: https://developer.oculus.com/documentation/native/pc/dg-render/#layers

First of all, great that this library seems to work on the Quest/Link setup as well. I have some follow up questions. Are you seeing this issues even with simple...

> > > This line in OculusDevice::beginFrame looks incorrect, but removing it does not improve the problem: > `m_sensorSampleTime = ovr_GetPredictedDisplayTime(m_session, frameIndex);` Sorry, I fail to see what is wrong...

Well, what I actually meant that I have seen issues when the cable connecting the computer and standard monitor will affect the frame rate inside the HMD. In my case,...

I have just pushed a update which contain support for `ovrLayerType_EyeFovDepth`. This update should handle the new timewarp features better. Hopefully this will solve your issues.