RiftSkeleton
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A basic OpenGL app for the Oculus VR SDK.
RiftSkeleton
A basic framework for getting started with OpenGL VR programming.
Description
The skeleton app targets the Oculus SDK or OSVR, providing a simple framework for developing OpenGL VR programs. Take a look at the Scene class under src/ for a basic "hello world" implementation(some simple color cubes in space). Replace the Scene class with your own.
Portability
- Windows, Linux(OVR SDK 0.5.x), MacOS(OVR SDK 0.5.x)
- NVIDIA, AMD
- Oculus SDK, OSVR
- GLFW, SDL2
Dependencies
- CMake (for building)
- GLFW, SDL2 or SFML
- GLEW
- GLM
- Oculus SDK (optional)
- Sixense SDK (optional)
- AntTweakbar (optional)
I set up my local build environment with libraries installed under a single directory(C:/lib on Windows, ~/lib on Linux, ~/Development on MacOS). This location can be changed in cmake-gui by modifying the LIBS_HOME variable or by editing it in CMakeLists.txt directly.
Features
- Adaptive render buffer resolution scaling to ensure fastest possible frame rate
- Camera frustum highlighting when headset approaches limits of tracking area
- Auxiliary window with AntTweakbar controls(toggle with backtick(`) press)
- Tap HMD to hide Health and Safety warning
- Mouse click to teleport in Scene, wheel tilt for "comfort mode" rotation
- Sixense SDK Hydra support
- Keyboard and gamepad world motion support
- Interchangeable GLFW, SDL2 and SFML backends
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