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Results 15 Cinder-VR issues
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Upgraded external libraries to latest versions. Updated Cinder-VR with revisions to use said libraries. Re-organized libraries so projects can use a single value for all configs and platforms. Supporting compilers...

Hi there, I was trying Cinder-VR with the Vive, and I found it looked very low-res and aliased, compared to other OpenGL programs I've developed using OpenVR. I think the...

- Crash on window minimize - Fix issue #10

The color space/gamma of the mirrored texture doesn't match what is shown in the Oculus (which is correctly displayed in the headset). Refer to the following source file and mirrored...

The way the trigger and axis handling is done in the openvr binding captures an instantaneous value, rather than the current actual value of the trigger/axis; setTriggerValue() is only called...

This may not be a cinder-vr specific thing, but it is very obvious when looking at frame timings on the SteamVR developer window. First - my system: i7 6700, ATI...

Would be great to have this in the Cinder::vr::Controller class. OpenVR: vr::TriggerHapticPulse (https://github.com/ValveSoftware/openvr/wiki/IVRSystem::TriggerHapticPulse) Oculus: ovr_SubmitControllerVibration (https://developer3.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-haptic/) I know the interfaces are quite different, but there must be a minimum overlap...

In issue #19 I noted that the OpenVR viewports were too small by half. It turns out that the code was indeed creating two full-size render targets, but only using...

Where the eye separation = 0 (both eyes rendering the same thing). This can be useful for 360 video support.