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

Results 100 GearVRf issues
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I've just moved to 3.3.0 and switched my code to using GVRPickerInput. Currently I have one GVRPickerInput for the Eye Picker, plus a second one I switch to if I...

bug

Here is sample fbx with texture embeded. https://github.com/mrdoob/three.js/files/1115931/mars_character_animation_textures.fbx.zip With the following code, it only shows mesh without texture. ```java GVRModelSceneObject trexObj = gvrContext.getAssetLoader().loadModel("mars.fbx"); trexObj.getTransform().setPosition(0,-10,-14); gvrContext.getMainScene().addSceneObject(trexObj); ```

enhancement

Feedback from uSense team, it would be great to have easily accessible pitch, roll, yaw functionality, currently user have to perform calculation themselves using `setRotation`

enhancement

Feedback from uSense team, that it would help if GVRf provides a LootAt function

enhancement

Version: 4.0 The following code will cause the app to close ```java GVRModelSceneObject dinoObj = gvrContext.getAssetLoader().loadModel("trex_mesh.fbx"); dinoObj.getTransform().setPosition(0,0,-10); gvrContext.getMainScene().addSceneObject(dinoObj); GVRTexture dinoTexture = gvrContext.getAssetLoader().loadTexture(new GVRAndroidResource(gvrContext, "trex_tex_diffuse.pkm")); dinoObj.getRenderData().getMaterial().setMainTexture(dinoTexture); ``` Reproduce by sample project...

enhancement

I was working on a project that uses the passthrough camera heavily. Recently I switched the test device from S6 to S7. It seems the autofocus of camera does not...

question

Loading an x3d model which doesn't explicitly put the camera rig at (0,0,0) would re-position it to (0,0,10). This is somewhat abrupt from a GVRf user's perspective. The least we...

enhancement

I'm working on a project based on GearVRf on Android Studio. This requires to access certain methods in oculus platform sdk such as identifying the logged in oculus user. Additionally...

enhancement

Using X3D and the Anchor tag, I call GVRExternalScene to load a new X3D scene (file). The old X3D scene is correctly removed. And the new X3D is animating as...

bug