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On 07/04/2013 03:50 PM, Björn Blissing wrote:
> I have successfully compiled the source on Linux. Although I only
> have terminal access to the linux machine for the moment, so I have
> not been able to verify that the program actually works.
> 
> Regarding the question about why I used CompositeViewer. Well the
> simple answer was because I started working from a old
> render-to-texture code snippet I had laying around on my
> harddrive.
> 
> But as Jan says, normally the composite viewer should be used when
> you have independent views. So the standard viewer should be more
> appropriate. If I get some time I maybe change to a master-slave
> camera solution. But my first priority was to get a working example
> up and running.
> 
> Best regards
> 
> Björn

Just a quick report - I have managed to compile your code and it does
indeed work with the Oculus SDK on Linux. I have send you a pull
request with a modification already.

It is a pity that they didn't include source code for the calibration
app - it doesn't run on my Linux due to newer version of udev :( And I
do wonder why they didn't use something like CMake to manage the build
instead of having 3 (!!) different downloads for Mac, Windows and
Linux, all with the same source inside, differing only in the way the
build is done and the bundled binaries ...

Regards,

Jan
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