Areloch
6d4a620f33
Merge pull request #2070 from Azaezel/OVRoops
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fix for overdark VR scene rendering
2017-08-24 00:06:35 -05:00
OTHGMars
f23ddadc2a
Fixed ovr compiling with srgb and DX9 removed.
2017-08-20 06:06:40 -04:00
Azaezel
99703e7889
fix for overdark VR scene rendering
2017-08-18 15:42:30 -05:00
Areloch
26fd24fbab
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
2017-04-08 20:30:57 -05:00
Areloch
a8f2fc567b
Fixes up the handling of accelerator keybinds for SDL - specifically compound ones with several modifier keys, ie ctrl-alt-shift-up.
2017-01-29 03:22:25 -06:00
James Urquhart
212ac36cc1
Tidy up indentation in openvr changes
2016-09-11 22:51:00 +01:00
James Urquhart
e6159a590a
Add basic support for showing openvr controllers and tracked objects
2016-09-11 22:42:42 +01:00
James Urquhart
660bd8d347
Allow gamepad to rotate openvr view. Also Fix issue with movemanager openvr rotation not being set correctly.
2016-09-11 22:42:42 +01:00
James Urquhart
e6c89b1f24
Add basic rotation offset code
2016-09-11 22:42:42 +01:00
James Urquhart
2da474c484
Always use the latest eye pose data from the HMD
2016-09-11 22:42:42 +01:00
James Urquhart
734688ff7e
Implement basic keyboard & mouse support for openvr overlays
2016-09-11 22:42:42 +01:00
James Urquhart
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
2016-09-11 22:42:42 +01:00
James Urquhart
da6bcbeb2b
Improvements to openvr code
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- Overlays are implemented (sans input for the moment)
- Fixed a problem where the movemanager was using the wrong values for hmd rotation & position
2016-09-11 22:42:42 +01:00
James Urquhart
9f49a7844e
Use correct multiplication order for eye transform. Also fix displayDevice not set bug.
2016-09-11 22:42:42 +01:00
James Urquhart
9e5eda9a08
More progress
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- Fixed normal stereo rendering
- Beginnings of vr overlay code
2016-09-11 22:42:42 +01:00
James Urquhart
b15be28f38
Temp add the convertRotation handler so we dont need the oculus files
2016-09-11 22:42:42 +01:00
James Urquhart
b2faecc82d
Fix openvr typos
2016-09-11 22:42:42 +01:00
James Urquhart
126828131d
Improve openvr, also add a module for it.
2016-09-11 22:42:42 +01:00
James Urquhart
ba91478fad
Baseline working openvr code
2016-09-11 22:42:42 +01:00
James Urquhart
e239d106f5
Use correct bgra format
2016-09-11 22:42:42 +01:00
James Urquhart
64b751a7c8
Basic port of code
2016-09-11 22:42:42 +01:00
Areloch
95ae0b9863
Removes the old component code and moves the IProcessInput interface file into platform/input/ directory.
2016-05-12 23:31:15 -05:00
James Urquhart
2aca5f6ee7
Remove unused stereo target codepath in Oculus code
2015-05-08 11:55:54 +01:00
James Urquhart
3a457749ec
Oculus VR DK2 Support
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- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
Daniel Buckmaster
87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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Conflicts:
Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
Thomas Fischer
6d8e0d7e25
refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
2014-03-15 15:10:14 +01:00
DavidWyand-GG
e954906533
Fix for simulated Oculus Rift
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The chromatic aberration correction for the simulated Oculus Rift was
wrong, producing a black screen.
2013-11-12 18:49:21 -05:00
DavidWyand-GG
71cf58b8c5
Oculus Rift Sensor Data Comparison Change
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- Modified OculusVRSensorData::compare() to only work with the raw
sensor data when specifically requested. No need to process those
values if the user hasn't asked for them.
2013-10-21 11:28:41 -04:00
DavidWyand-GG
85730dfb59
Oculus Rift Improvements
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- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader. Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script. Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods. The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
cpusci
7a8f46b19f
Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx
2013-08-04 16:58:59 -05:00
Thomas Fischer
d45618936c
compile fix for rift sdk ver 0.2.2
2013-06-30 17:43:51 +02:00
DavidWyand-GG
de7a72d82a
Oculus VR (Rift) support
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Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
DavidWyand-GG
0b4c3f1e42
Razer Hydra integration
2013-02-21 17:20:09 -05:00
DavidWyand-GG
6105849df2
Leap Motion input device support
2013-01-23 14:38:13 -05:00
DavidWyand-GG
32a3bab2f7
Moved platform input event files under new input directory
2013-01-23 02:37:37 -05:00