[osg-users] Oculus+OSG

Christian Buchner christian.buchner at gmail.com
Wed Sep 2 02:10:59 PDT 2015


A followup: inserting the following line into both #else branches fixes it

const unsigned int ctx = state.getContextID();


2015-09-02 11:06 GMT+02:00 Christian Buchner <christian.buchner at gmail.com>:

>
> Trying to build the current osgoculus master branch against Oculus SDK
> 0.7.0.0 using OSG 3.2.1
>
> the following code from oculusdevice.cpp is making trouble. For OSG 3.2
> the variable "ctx" is undefined.
>
> void OculusTextureBuffer::setRenderSurface(const osg::State& state)
> {
> #if(OSG_VERSION_GREATER_OR_EQUAL(3, 4, 0))
>     const osg::GLExtensions* fbo_ext = state.get<osg::GLExtensions>();
> #else
>     const osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(ctx,
> true);
> #endif
> ...
>
> void OculusDepthBuffer::setRenderSurface(const osg::State& state)
> {
> #if(OSG_VERSION_GREATER_OR_EQUAL(3, 4, 0))
>     const osg::GLExtensions* fbo_ext = state.get<osg::GLExtensions>();
> #else
>     const osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(ctx,
> true);
> #endif
> ...
>
>
> 2015-09-01 16:31 GMT+02:00 Jan Ciger <jan.ciger at gmail.com>:
>
>> On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner
>> <christian.buchner at gmail.com> wrote:
>> >
>> > In this case I am using a slightly modified DirectShow OSG plug-in,
>> running
>> > the osgviewer in single threaded mode. The plug-in provides an
>> > osg::ImageStream and updates a texture that is displayed in the OSG
>> scene.
>> > The camera is an USB 3.0 model, and I would expect it to be one of the
>> > fastest "web cams" out there.
>>
>> The DirectShow filter chain alone will add you several frames of
>> latency easily. DirectShow is far from a real time, low latency API.
>>
>> The fact that the camera is an USB 3.0 model is a red herring - that
>> only affects how fast it could *theoretically* transfer data but has
>> no impact on the various buffering and processing done once the data
>> are in your machine.
>>
>> > I am hoping that OpenGL applications also benefit from the low level
>> driver support created for the Oculus and similar VR devices.
>>
>> Even if they didn't, even the plain old Rift DK1 has a sub 20ms
>> latency. So that is certainly not the source of your problem.
>>
>> J.
>> _______________________________________________
>> osg-users mailing list
>> osg-users at lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>
>
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