Hi, Anders and I had a off-list discussion where we managed to solve these Windows issues. And the examples now performs on par with Oculus own examples.
Some bullet points which may help others: * I have implemented a function to automatically disable desktop composition when running in extended mode. So now the user do not need to disable this manually. Sadly this function is not available in Windows 8 and later, due to limitations set by Microsoft. * Direct mode works well, but sometimes you will have to perform a bit of an odd procedure to get the Rift to work in Direct mode (this applies to all Oculus Apps, not just the OpenSceneGraph integration): IF the LED on your Oculus Rift unit flashes alternating blue/orange. Go to the Rift Display Mode selector, select "Extend desktop to the HMD" and push apply. Then directly select "Direct HMD access from Apps" and push apply again. This procedure may have to be performed every time the Rift unit is reconnected to your computer. simon wrote: > > I also believe that oculusosgviewer uses it's own rendering code, and does > not take advantage of Oculus' optimized code and/or timewarping. > OsgOculus uses pretty much identical code path regarding rendering as the Oculus examples. It also supports all standard Oculus features such as: direct mode, time warp, dynamic prediction and low-persistent display mode (last one only works with DK2 and direct mode rendering). Best regards Björn ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=62694#62694 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org