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The GearVR framework(GearVRf) is an Open Source VR rendering library for application development on VR-supported Android devices.

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once we have state sorting (#91) implemented. we should look into batching draw calls. (combining meshes that have the same shader and textures into a single draw call).

enhancement

If there's no one currently working on lighting in GVRf I'd like to improve it by adding support to per-pixel point and directional lights. Currently there's only support for point...

For a app development, android 6.0 need to get the permission from the system. Such as camera access and SD card reading permission. However, current oculus app seems not provide...

This is what happens when I add a spinner to GVRView: ![spinner](https://cloud.githubusercontent.com/assets/609380/14220144/1a8a9d48-f813-11e5-8c21-45d45e166e35.png)

Erik has observed this (bug 20321): > Fixes a race condition between removing a scene object on a non-GL > thread and rendering that object which can result in the...

Hello guys I am currently trying to port some particle system into Gear VR framework. Normally for efficiency concern, the vertices and its properties are packed into a float buffer...

Do we have an option to play animations in reverse? For now the GVRRepeatMode options are ONCE, REPEATED and PINGPONG. Given that GVRRepeatMode.PINGPONG can do start to finish and finish...

Can we look into this feature since Vulkan has been released. Vulkan 1.0 specification has been released on February 16th, 2016 and Khronos members released Vulkan drivers and SDKs on...

Bring up this issue for discussion and some design / implementation efforts. After the Input manager is in, we may need to work on application's handling of input events, in...

I tried to instantiate GVRTextView from a script but got an error. GVRTextView needs to be instantiated from the UI thread. It will probably help to add a synchronous function...