Rupert Rawnsley
Rupert Rawnsley
@romainguy Is there anything to stop us implementing this ourselves as two View's (one for each eye) into the same Scene?
@romainguy Any chance of a hint on the best approach to GoogleVR SDK integration? The lifecycle is based around [GvrView](https://developers.google.com/vr/reference/android/com/google/vr/sdk/base/GvrView), but the underlying Surface object it creates is not exposed...
That looks promising! I will report back (and thanks again)
I can get a trivial rendering working with GvrLayout:  Obviously this is ignoring the stereo image requirements and the lens distortion correction post-processor, which might be challenging to integrate...
@oahc09 I haven't actually done it, but the Oculus mobile SDK [appears to support](https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-vrapi/#integration) integration with graphics libraries that need to own the EGL context as long as you respect...
@dsanjit I don't believe there are any plans for specific VR support in Filament at the moment. I have managed to use Filament successfully with at least one VR SDK...
@dsanjit I don't think Filament supports multiview rendering. I use [two Filament Views](https://github.com/google/filament/tree/master/android/samples/sample-multi-view) (one for each eye) that render to texture buffers that I then submit to the VR engine...
I've definitely seen this problem on our Hubs Cloud and it is very likely to be a problem on Mozilla Hubs as well. You can usually reproduce it by making...
@Pattersonbl2 Sorry - I didn't read the small print closely enough! You can reproduce the problem if you start [from this room](https://hubs.mozilla.com/z7J9foR/easygoing-used-huddle), follow the link to the next room, then...
A recent change to text rendering makes this much easier to implement, but it requires Reticulum changes, which are outside of the supported Hubs Cloud. See also https://github.com/mozilla/hubs/issues/3934