Search found 45 matches

by Suvi
Tue Nov 04, 2014 1:55 pm
Forum: Code Snippets
Topic: Oculus Rift Development Kit 2-support
Replies: 9
Views: 5812

Re: Oculus Rift Development Kit 2-support

Ah yes, the multiplier should definitely be the same as -worldScale. HmdToEyeView is basically half of the IPD, and this can be controlled with the Config Tool. In the Oculus examples they're doing things slightly different by tracking the position of each eye individually but for this one I'm readi...
by Suvi
Mon Nov 03, 2014 11:21 am
Forum: Code Snippets
Topic: Oculus Rift Development Kit 2-support
Replies: 9
Views: 5812

Re: Oculus Rift Development Kit 2-support

Have you tried adjusting the world scale-parameter when initializing the OculusRenderer-class? I think in the example I set it to 20.0f.. you could try with a much smaller scale and see if it helps any. The scale affects the position tracking so it could possibly affect the Oculus API's neck model t...
by Suvi
Sun Nov 02, 2014 3:05 pm
Forum: Code Snippets
Topic: Oculus Rift Development Kit 2-support
Replies: 9
Views: 5812

Re: Oculus Rift Development Kit 2-support

I haven't noticed that effect but it's likely related to the updating of absolute positions - they tend to cause quite a lot of headaches. Possibly the position update happens 1 frame too late. Also I haven't tested the code with the SDK version 0.4.3 yet so it's possible they changed the timewarp s...
by Suvi
Wed Aug 27, 2014 9:55 am
Forum: Advanced Help
Topic: Oculus Rift DK2 - SDK distortion
Replies: 3
Views: 1688

Re: Oculus Rift DK2 - SDK distortion

Yea the application distortion works pretty well. I posted an integration here a while ago as well:
http://irrlicht.sourceforge.net/forum/v ... =9&t=50140
by Suvi
Wed Aug 27, 2014 8:08 am
Forum: Advanced Help
Topic: Oculus Rift DK2 - SDK distortion
Replies: 3
Views: 1688

Re: Oculus Rift DK2 - SDK distortion

I gave up on trying to get the SDK distortion working myself since it seemed like they were still doing everything the same way anyways. However, I did notice that the SDK's BeginFrame just seems to initialize the frame timing but not exactly call the BeginScene of DirectX. Also the SDK's distortion...
by Suvi
Tue Aug 05, 2014 6:44 pm
Forum: Code Snippets
Topic: Oculus Rift Development Kit 2-support
Replies: 9
Views: 5812

Oculus Rift Development Kit 2-support

I had to rewrite the Oculus Rift-support for Gekkeiju Online to get DK2 working so I decided to clean up the code a bit and make it available to others as well. The code has been tested with Irrlicht 1.7.3 and 1.8.1, and with both DirectX 9 and OpenGL under Windows. https://github.com/Suvidriel/IrrO...
by Suvi
Wed Apr 16, 2014 6:27 am
Forum: Competition Time!
Topic: Screenshot of the Month March-April 2014 [preparing]
Replies: 14
Views: 19278

Re: Screenshot of the Month March 2014 [Submit now]

Suvi, that's evil (editing without mentioning what you edited). I just took another look at the picture, and thought my eyes had gone bad :( Then I realized it's a new picture with aniso on. Hehe, yea sorry forgot to mention that x) The old one was taken with lower graphics settings so without anis...
by Suvi
Fri Mar 07, 2014 9:53 pm
Forum: Competition Time!
Topic: Screenshot of the Month March-April 2014 [preparing]
Replies: 14
Views: 19278

Re: Screenshot of the Month March 2014 [Submit now]

Gekkeiju Online
Image
Latest screen from Gekkeiju with SSAO and outlining
by Suvi
Fri Sep 27, 2013 6:55 am
Forum: Advanced Help
Topic: Irrlicht multiple view / RTT (for Rift) problem
Replies: 5
Views: 950

Re: Irrlicht multiple view / RTT (for Rift) problem

OK, now I found a workaround I can live with. Instead of rendering the whole scene I call "OnAnimate" of the plane node. Got no idea why it works now (I don't have animators attached to the node), but it does. Ah, that's what I'm also doing. The OnAnimate probably updates the absolute pos...
by Suvi
Thu Sep 26, 2013 7:02 pm
Forum: Advanced Help
Topic: Irrlicht multiple view / RTT (for Rift) problem
Replies: 5
Views: 950

Re: Irrlicht multiple view / RTT (for Rift) problem

I encountered similar issues with Gekkeiju when doing the Oculus integration. Not really sure what eventually fixed it but I ended up with a lot of spaghetti code anyways. Are you attaching the camera to the plane? It's probably somehow related to updating of the absolute positions of either the cam...
by Suvi
Mon Aug 26, 2013 5:24 am
Forum: Competition Time!
Topic: Screenshot of the Month August 2013 [Winner announced!]
Replies: 5
Views: 11629

Re: Screenshot of the Month August 2013 [Vote now!]

hendu wrote:That cel-shaded look is excellent.

I'd only complain about the foreground grass, with those red dots it's like it has chicken pox.
Thanks, seems like my monitor's contrast setting was too low to notice :D
by Suvi
Tue Aug 20, 2013 5:11 am
Forum: Competition Time!
Topic: Screenshot of the Month August 2013 [Winner announced!]
Replies: 5
Views: 11629

Re: Screenshot of the Month August 2013 [post your images!]

Tried slightly more cartoonized textures and cel shading for Gekkeiju.

Title: Gekkeiju Online
Image
by Suvi
Fri Jul 19, 2013 7:10 pm
Forum: Code Snippets
Topic: Irrlicht + Oculus Rift Demo
Replies: 6
Views: 3831

Re: Irrlicht + Oculus Rift Demo

Nice! Works much better now. I can feel the depth in this version :)
by Suvi
Fri Jul 05, 2013 5:10 am
Forum: Code Snippets
Topic: Irrlicht + Oculus Rift Demo
Replies: 6
Views: 3831

Re: Irrlicht + Oculus Rift Demo

Seems to work really nicely :) I think the zip is missing few source files though. Did you end up having to do anything with the eye positions? For me the code posted by Marbas worked in some angles but in some the scenery looked kinda flat so I had to add the eyes as additional nodes to the last he...
by Suvi
Mon Jul 01, 2013 6:16 pm
Forum: Everything 2d/3d Graphics
Topic: Camera: no gimbal lock but...
Replies: 5
Views: 2002

Re: Camera: no gimbal lock but...

I've read somewhere that it is preferable to use a separate node for each rotation. In this case, how can I combine them to obtain the final up and forward vectors? I posted something similar using 3 nodes to get the rotations here: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=4885...