Comments (4)
I started down this path, but all of the D3D examples in RenderManager use an included C++ header file to do their rendering and also the conversion functions from post and projection matrix to D3D and OpenGL structs in RenderManager don't seem to have been wrapped in the C API. I think this means it will be much faster for you, Jeremy, to write this. If you don't have time, then bump the issue back to me and I'll go learn more things.
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These do not actually have to be C code, they can be C++ code that uses the C API. This will make it easier to port the examples we already have.
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D3D example program developed in a branch and about to be pull requested.
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Jeremy made the OpenGL example and completed the OpenGL implementation.
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Related Issues (20)
- ATW not operating as expected with example programs on DK2/GeForce 1080 HOT 10
- AMD sub-module no longer uses NDA s.d.k? HOT 2
- ATW: "bubbles" of missed vsyncs in D3D11 ATW implementation HOT 1
- expose an interface for detecting HDMI will be better... HOT 3
- distortion mesh with multiple video inputs HOT 10
- D3D11 backend appears to hard-depend on SDL in code, but not in build system HOT 1
- OSVR-Unity Android crash traces to RenderManagerOpenGL::checkShaderError HOT 2
- Direct Mode w/ DK1 results in [NVAPI_RESOURCE_NOT_ACQUIRED] after 12 seconds of rendering HOT 3
- Overfill factor and distortion correction HOT 2
- Check the distortion correction texture lookups HOT 1
- Why have the OpenGL rendering examples stopped working? HOT 4
- Why is there a band of black at the top of the display?
- Direct mode doesn't work with mobile Nvidia GPUs HOT 8
- cmake policy warning FindOpenGL
- When there is only one eye, don't offset it
- OpenGL state is not restored when using a single eye
- Rendering broken on a mac HOT 1
- Shared-context apps fail to get an OpenGL context when run on a mac HOT 2
- Add synchronization primitive to indicate to the app when buffer is complete
- Another source for Windows precompiled binaries ? HOT 4
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