84d1b19f61
Added custom Oculus CV1 parameters
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Matching the same stereo rendering result given by Oculus PC SDK for
Oculus Rift CV1 is very difficult because hardware has changed a lot and
DK2 distortion shader and parameters don't fit on CV1. Some custom
parameters have been calculated to simulate kind of CV1 stereo
rendering. Further work is required on this point.
2016-07-11 14:43:58 +02:00
d587cc0e36
Setup values for Oculus Rift DK2
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Oculus Rift CV1 default values seem not to be available...
2016-07-10 20:07:54 +02:00
bc80174357
VR Functions renaming (for generic HMD device)
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Stereo rendering has been moved again to Begin3dMode() and End3dMode(),
it has some limitations but makes more sense...
2016-07-06 00:54:38 +02:00
2ff2096b36
Moved Oculus enable drawing to user side...
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Still thinking about the best way to manage this...
2016-07-04 18:35:50 +02:00
ee72654b55
Redesigned stereo rendering mechanism
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Now it's easier for the user! Just init Oculus device and get stereo
rendering!
2016-07-04 01:29:23 +02:00
f88c95ce2d
Updated examples and makefile
2016-06-30 00:26:56 +02:00
5a4eb34c39
Corrected issue on distortion shader
2016-06-27 18:59:03 +02:00
9127b5a57d
Enable/Disable VR experience
2016-06-26 15:36:12 +02:00
6062201e8f
Simplify Oculus example...
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...to align it with standard raylib code. Final goal would be having the
same code work for every platform with no changes...
2016-06-21 08:59:29 +02:00
24c9b1f717
Improving Oculus Rift example...
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Under design... looking for the easiest and most comprehensive way for
the user to use VR...
2016-06-17 13:54:45 +02:00
3468af213f
Reviewing Oculus rendering...
2016-06-15 00:54:55 +02:00
d1a5374ac4
raylib Oculus Rift CV1 example... IT WORKS!!!
2016-06-14 18:38:57 +02:00
97fc266ad4
Updated raylib Oculus example
2016-06-14 17:20:00 +02:00
b574e105dd
Basic raylib Oculus Rift template for reference
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Not functional yet...
2016-06-03 18:08:50 +02:00