No help, huh? I've determined that the OSVR libraries have an implementation of OpenGL that allows the client/plugin to feed the scene information to the headset. What I need to know is what I need to do to get the contexts set up. I see some library calls in OpenGLAdapter.pas and OpenGLTokens.pas, but I am not sure if these are the only places that need to be modified (or if they need to be modified at all?)
Do I have to redirect the whole GLScene package to the headset, or is it possible to set up a context for the headset and another for the monitors and set them appropriately for the different parts of the interface?
This is fairly time critical, so any ideas would really be helpful. Anything that gets working will be provided back to the community,
Kendall
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Hi Kendall, perhaps the best way it will be just to make a custom viewer like the TGLSceneViewer, TGLMemoryViewer and initialize the rendering context of your VR correctly with the OSVR libraries methods. Have you pascal headers of OSVR libraries ?
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I was trying to use C++Builder to get it done, but am running into multiple problems with GLScene and C++Builder in general. OSVR has both C++ and C language headers, but I have not the time ATM to convert them to Pascal. Another issue is that the OSVR is effectively orphaned now since the main 2 corporate sponsors have either gone out of business (Sensics) or abandoned the product (Razer).
However, OSVR remains (for the moment) the most accessible means of using multiple vendor's headsets (supports the HDK2, Oculus, and Vive) as well as supporting Linux, Windows and MacOS.
Kendall
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Looking for guidance on sending the TGLSceneViewer to the OSVR GL Context in either Delphi or C++Builder.
Any help will be greatly appreciated.
Kendall
No help, huh? I've determined that the OSVR libraries have an implementation of OpenGL that allows the client/plugin to feed the scene information to the headset. What I need to know is what I need to do to get the contexts set up. I see some library calls in OpenGLAdapter.pas and OpenGLTokens.pas, but I am not sure if these are the only places that need to be modified (or if they need to be modified at all?)
Do I have to redirect the whole GLScene package to the headset, or is it possible to set up a context for the headset and another for the monitors and set them appropriately for the different parts of the interface?
This is fairly time critical, so any ideas would really be helpful. Anything that gets working will be provided back to the community,
Kendall
Hi Kendall, perhaps the best way it will be just to make a custom viewer like the TGLSceneViewer, TGLMemoryViewer and initialize the rendering context of your VR correctly with the OSVR libraries methods. Have you pascal headers of OSVR libraries ?
I was trying to use C++Builder to get it done, but am running into multiple problems with GLScene and C++Builder in general. OSVR has both C++ and C language headers, but I have not the time ATM to convert them to Pascal. Another issue is that the OSVR is effectively orphaned now since the main 2 corporate sponsors have either gone out of business (Sensics) or abandoned the product (Razer).
However, OSVR remains (for the moment) the most accessible means of using multiple vendor's headsets (supports the HDK2, Oculus, and Vive) as well as supporting Linux, Windows and MacOS.
Kendall