Created
December 17, 2014 19:47
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OSX snippet for using GL to transfer full-frame video (without head-tracking) to Oculus Rift via libovr
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uint8_t* EyeBuffer[2]; // raw per-eye data; | |
void onIdle() { | |
HmdFrameTiming = ovrHmd_BeginFrame(Hmd, 0); | |
// ...normal frame management from OculusWorldDemoApp::OnIdle goes here.. | |
// ...and then immediately before you EndFrame: | |
// just transfer directly onto the eye textures | |
// The texture we're going to render to. | |
GLuint texId; | |
for (int i = 0; i < 2; i++) { | |
texId = ((ovrGLTextureData&)(EyeTexture[i])).TexId; | |
glBindTexture(GL_TEXTURE_2D, texId); | |
// Upload the current texture from EyeBuffer | |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, | |
EyeTexture[i].Header.TextureSize.w, | |
EyeTexture[i].Header.TextureSize.h, | |
0, GL_RGBA, GL_UNSIGNED_BYTE, EyeBuffer[i]); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); | |
} | |
ovrHmd_EndFrame(Hmd, EyeRenderPose, EyeTexture); | |
} |
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