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tesseract has oculus rift support but how i can enable it?
ive tried to mess with configs and source but i couldnt figure how to get oculus working :/
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It only works in Linux right now. You need to place the LibOVR directory from the devkit (either copy or symlink) into the src directory. Then build a client with: make OVR=1 install
Then /ovr 1 will work in game to turn it on.
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It works, at least on Lubuntu 14.04. But had to install "libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-net-dev" and change "src/Makefile". I added "-lX11 -lpthread" to the two OVR lines.
Plug in and activate your Oculus. Start the game with "./src/tess_client", then press [Enter] while playing the game and type "/ovr 1" or "/ovr 0" to turn Oculus mode on and off.
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Any plans to update it to support latest 3.2 stable from https://github.com/jherico/OculusSDK?
Or holding out for 4.x linux support?
Right now:
engine/ovr.cpp: In function 'float ovr::distortfn(float)':
engine/ovr.cpp:67:27: error: 'class OVR::HMDInfo' has no member named 'DistortionK'
return r*(hmdinfo.DistortionK[0] +
^
engine/ovr.cpp:68:30: error: 'class OVR::HMDInfo' has no member named 'DistortionK'
r2*(hmdinfo.DistortionK[1] +
^
engine/ovr.cpp:69:32: error: 'class OVR::HMDInfo' has no member named 'DistortionK'
r2*(hmdinfo.DistortionK[2] +
^
engine/ovr.cpp:70:33: error: 'class OVR::HMDInfo' has no member named 'DistortionK'
r2*hmdinfo.DistortionK[3])));
^
engine/ovr.cpp: In function 'void ovr::ortho(matrix4&, float, float)':
engine/ovr.cpp:78:30: error: 'class OVR::HMDInfo' has no member named 'VResolution'
float size = hmdinfo.VResolution/hmdinfo.VScreenSize * 2.0f*tan(fov*RAD*0.5f)*hmdinfo.EyeToScreenDistance/distortscale;
[...]
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Too busy to do that right now, but maybe someone else wants to take a shot at it?
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Oculus support for Microsoft windows ftw
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