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Oculus Rift Support

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Re: Oculus Rift Support

Postby mmartin » Mon Feb 22, 2016 3:27 pm

Google Cardboard API Setups should be possible with Windows, opentrack and Moonlight/splashtop and side by side stereoscopic output without any code changes
since there seems to be no barrel distortion.
see https://github.com/opentrack/opentrack/wiki/VR-HMD-goggles-setup-----google-cardboard,-colorcross,-opendive
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Re: Oculus Rift Support

Postby mmartin » Fri Feb 26, 2016 4:34 pm

as suggested by Hooray, i created a Wiki Page http://wiki.flightgear.org/OculusImplementation to follow up on the Oculus Implementation
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Re: Oculus Rift Support

Postby Hooray » Fri Feb 26, 2016 5:10 pm

thank you for doing that !

Feel free to search the forum/devel list archives to find other relevant postings (e.g. the whole USB/HID discussion)
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: Oculus Rift Support

Postby mich » Mon Nov 14, 2016 9:19 am

Good morning,

I'm new at FG development, but somewhere I must begin.
So I decided to understand your efforts to integrate the Oculus Rift into FG.
I already read the wiki page and the this thread, but I couldn't understand how to "integrate the Oculus Rift SDK into the C++ Code" to let FG work using the Oculus Rift.

How can I reach this goal? Could you give me some advices?

Thanks to all

Mich
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Re: Oculus Rift Support

Postby ludomotico » Mon Nov 14, 2016 10:38 am

Probably the best way is NOT integrating Oculus Rift in FlightGear but in OpenSceneGraph, as the other 3D modes such as red/green glasses or stereographic mode do. In fact, there is already a plugin in OpenSceneGraph for the Oculus: https://github.com/bjornblissing/osgoculusviewer The only thing you have to change in FlightGear is activating a flag when the user requests the Oculus mode in exactly the same way the other 3D modes work.

Another way, probably a bit more complex, is defining two windows such as in a multiscreen configuration (http://wiki.flightgear.org/Howto:Config ... ew_windows) , each window with cameras slightly separated, and then apply a shader to each window to calculate the barrel distortion: https://github.com/dghost/glslRiftDistort You can test this proposal right now, by activating the "stereographic 3D mode" in FlightGear menu. Since this current "stereographic 3D" mode does not apply the barrel transform the Oculus lenses need, the view near the edges of the screen is going to be heavily distorted, but you'll get the idea of how it works.

Regarding the tracking, I was successful integrating tracking in exactly the same way the other tracking methods work, by doing it in a separate application and connecting to FlightGear using telnet: http://wiki.flightgear.org/Head_tracking

Keep in mind this is just my opinion about how I tried (but failed) to integrate the Oculus, until they dropped the support for Linux.
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Re: Oculus Rift Support

Postby Johan G » Mon Nov 14, 2016 11:58 pm

ludomotico wrote in Mon Nov 14, 2016 10:38 am:[...] until they dropped the support for Linux.

I kind of was expecting that something like that could happen after Facebook bought them... :|
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Re: Oculus Rift Support

Postby geneb » Tue Nov 15, 2016 4:11 pm

Look into OpenVR. It would allow both the Vive & Rift to be used with a single API.

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Re: Oculus Rift Support

Postby Johan G » Wed Nov 16, 2016 10:36 am

Glancing OpenVR (with a MIT-like license) I found out about OpenSourceVR (OSVR) (with an Apache 2.0 license).

There seem to be room for hope. :D
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Re: Oculus Rift Support

Postby mike4 » Thu Nov 17, 2016 11:30 am

Swiss (non GPL) airports:
http://fgfs.sgier.com/
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Re: Oculus Rift Support

Postby mich » Fri Nov 18, 2016 2:04 pm

Sorry guys,

I am really new at developing, I am starting from scratch. Could you help me starting as a new developer? Do you have some time to spend teaching me which software to download and how to setting thigs up? I read this: http://wiki.flightgear.org/Building_using_CMake_-_Windows#Required_software but it gives me a lot of errors of which I do not know what to do.

Thanks a lot
Mich
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Re: Oculus Rift Support

Postby adam_one » Mon Jan 23, 2017 8:59 pm

mich wrote in Fri Nov 18, 2016 2:04 pm:Sorry guys,

I am really new at developing, I am starting from scratch. Could you help me starting as a new developer? Do you have some time to spend teaching me which software to download and how to setting thigs up? I read this: http://wiki.flightgear.org/Building_using_CMake_-_Windows#Required_software but it gives me a lot of errors of which I do not know what to do.

Thanks a lot

I would say read how to get the HMD you have to work with OpenSceneGraph, the the actual game engine FG uses.
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Re: Oculus Rift Support

Postby mich » Mon Feb 27, 2017 9:30 am

Hi everyone,

I recently wrote to Björn Blissing, the osgOculusViewer's creator, for information on how to build it. He said that
since FlightGear is using a GPL license it is probably a license violation to link it with the Oculus SDK
.

Does anyone know something about?
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Re: Oculus Rift Support

Postby AndersG » Mon Feb 27, 2017 6:41 pm

From the FlightGear side I suppose that would/could only be the case if you distribute a binary. I don't know the SDK license, however.
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Re: Oculus Rift Support

Postby adam_one » Mon Feb 27, 2017 9:08 pm

Human-Readable Summary*:
You are Free to:

Use, modify, and distribute the Oculus VR Rift SDK in source and binary form with your applications/software.
With the Following Restrictions:

You can only distribute or re-distribute the source code to LibOVR in whole, not in part.
Modifications to the Oculus VR Rift SDK in source or binary form must be shared with Oculus VR.
If your applications cause health and safety issues, you may lose your right to use the Oculus VR Rift SDK, including LibOVR.
The Oculus VR Rift SDK may not be used to interface with unapproved commercial virtual reality mobile or non-mobile products or hardware.


https://developer.oculus.com/licenses/pc-3.2/

I can only speculate on the meaning of all this since I'm not in the know of how libovr is necessary, how they are enforcing ones "right" to use it, and so on, we need info from someone with Rift devving experience.
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Re: Oculus Rift Support

Postby mich » Tue Feb 28, 2017 9:25 am

we need info from someone with Rift devving experience


Yes, I suppose so. But it seems that I can use it for personal purpose.
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