Oculus developer guide OCULUS VR LLC Oculus Developer Guide SDK Version Date October C Oculus VR LLC All rights reserved Oculus VR LLC Irvine CA Except as otherwise permitted by Oculus VR LLC ? Oculus ? this publication or parts thereof may not be reprodu
OCULUS VR LLC Oculus Developer Guide SDK Version Date October C Oculus VR LLC All rights reserved Oculus VR LLC Irvine CA Except as otherwise permitted by Oculus VR LLC ? Oculus ? this publication or parts thereof may not be reproduced in any form by any method for any purpose Certain materials included in this publication are reprinted with the permission of the copyright holder All brand names product names or trademarks belong to their respective holders Disclaimer THIS PUBLICATION AND THE INFORMATION CONTAINED HEREIN IS MADE AVAILABLE BY OCULUS VR LLC AS IS OCULUS VR LLC DISCLAIMS ALL WARRANTIES EITHER EXPRESS OR IMPLIED INCLUDING BUT NOT LIMITED TO ANY IMPLIED WARRANTIES OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE REGARDING THESE MATERIALS CContents Introduction Introducing DK and SDK Oculus Rift Hardware Setup Oculus Rift DK Oculus Rift DK Monitor Setup Oculus Rift SDK Setup System Requirements Operating systems Minimum system requirements Installation Directory Structure Compiler Settings Make ?les Projects and Build Solutions Windows MacOS Linux Coming Soon Terminology Getting Started OculusWorldDemo Controls Using OculusWorldDemo Using the SDK Beyond the OculusWorldDemo Software developers and integration engineers Artists and game designers LibOVR Integration Outline Integration tasks C Initialization and Sensor Enumeration Head tracking and sensors Position Tracking User input integration Health and Safety Warning Rendering to the Oculus Rift Stereo rendering concepts SDK distortion rendering Render texture initialization Con ?gure rendering Frame rendering Frame timing Client distortion rendering Setting up rendering Setting up distortion Game rendering loop Multi-threaded engine support Update and render on di ?erent threads Render on di ?erent threads Advanced rendering con ?guration Render target size Forcing a symmetrical ?eld of view Improving performance by decreasing pixel density Improving performance by decreasing ?eld of view Improving performance by rendering in mono A Oculus API Changes A Changes since release A Changes since release B Display Device Management B Display Identi ?cation CB Display Con ?guration B Duplicate display mode B Extended display mode B Standalone display mode B Selecting A Display Device B Windows B MacOS B Rift Display Considerations B Duplicate mode VSync B Extended mode problems B Observing Rift output on a monitor B Windows Direct D enumeration C Chromatic Aberration C Correction C Sub-channel aberration D SDK Samples and Gamepad Usage E Low-Level Sensor Details E Sensor Fusion Details C Introduction Thanks for downloading the Oculus Software Development Kit SDK This document describes how to install con ?gure and use the Oculus SDK The core of the SDK is made up of source code and binary libraries The Oculus SDK also includes documentation samples and tools to help developers get started As of Oculus SDK version we also now have the Oculus Runtime package which is discussed in more detail in the following section This must be installed for applications built against the SDK to function The package is available from developer oculusvr com This document focuses on the C C API of the Oculus SDK Integration with the Unreal Engine UE UE and
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- Publié le Dec 02, 2021
- Catégorie Geography / Geogra...
- Langue French
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