Mihail
Mihail
InstantReality player test: lights and only emissive color yields the same result as no lights and only emissive color. Seems rather reasonable to match that. See for reference https://github.com/Samsung/GearVRf/pull/1757
``` 10-13 14:42:45.829 16668 16668 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 10-13 14:42:45.832 16668 16668 F DEBUG...
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...
Originated from #1219. Related to #1223. 1. We can't have one good default that works for both; need to add support for that 2. GVRBitmapTexture.updateCall is hard-coding GL_TEXTURE_MIN_FILTER to GL_LINEAR_MIPMAP_NEAREST;...
Originated from https://github.com/Samsung/GearVRf/pull/1219. We are not parsing and interpreting the TextureParameters so we are currently using defaults that will not work with compressed textures. Defaults that make non-compressed textures look...
@rahul27 raised an issue that we have too many build configuration gradle properties. Should review and try to streamline these somehow. I am personally light on the details but there...
Keep in mind that the golden images may require regeneration when this is addressed.
Oculus 1.5.0 provides 64bit binaries. We know the framework builds and runs 64bit too. To my knowledge we need to also provide 64bit binaries for bullet (gvr-physics) and gdx (libgdx...
Per VrApi.h ``` The API does not work with an Android Activity using a GLSurfaceView. The GLSurfaceView class manages the window surface and EGLSurface and the implementation of GLSurfaceView may...