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@rpavlik
Created September 28, 2015 14:51
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Mac OS X Todo List

Status: We know it could be built last December (prior to public release), and all external dependencies have Mac support, so we should have a good idea of the missing pieces.

  • Set up homebrew builds for libfunctionality and jsoncpp (if needed)
    • Potential implementation (libltdl or other) needed in libfunctionality (which is a simple wrapper for loading plugins at runtime)
  • Set up homebrew build for OSVR-Core (though it won't build fully at first) - known implementation details needed:
    • usbserialenum - could just use dummy impl right now
    • plugin search path code (in PluginHost)

Display support for oculus is entirely independent of Oculus SDK already - using distortion parameters from Distortionizer and our own distortion shader, and display descriptor.

So, it comes down to sensor access (and sensor fusion, as in the Oculus case, the SDK or runtime does the IMU fusion).

Currently, the OSVR-Oculus plugin master branch uses a VRPN driver written to access the Rift SDK, which is built against a 0.4.x release, and fully functional. A branch contains a direct PluginKit driver (no VRPN involved) that builds against a newer Rift SDK, but there are bugs in it that make it unusable.

If looking to handle Rift on "officially unsupported" (by Facebook) platforms, incl. Mac and Linux, will want to develop a PluginKit driver using an open-source driver stack. There are several, though some of them claim a non-copyleft license while incorporating some well-known GPL sensor fusion, so problematic that way.

  • OpenHMD appears intended to be a broader approach than just an open-source sensor access for Oculus, but is BSL1.0 licensed and includes sensor fusion, so could serve the purpose: http://openhmd.net/
  • there are almost certainly others.
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