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by PaulWeston
Tue May 03, 2016 1:07 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
FYI, I got the DX11 compiling with your sample project, I just redid all my include and library paths and this time it worked. So, that was my bad, it's sorted. However, when I try to run my Dx11 build (which has AFX + other mods), in dx11 it still crashes on startup while dx9 mode is fine. I got a ...
by PaulWeston
Mon May 02, 2016 6:03 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 11856
OK, I figured that out, typical include pathing error I had to hunt down, grr. Anyhow, it compiles fine, and runs fine too, I can switch to DirectX11 in the video options and everything looks good. However, when I add in my custom code which includes the Oculus/Vr support, I get this error on startu...
by PaulWeston
Mon May 02, 2016 5:39 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
Yes, back to VR :)

I noticed that the barrel distortion is no longer present now, is that not being called anymore for a reason? Or should it be there?

Because actually through the DK1 without the barrel distortion seems fine, do they correct now without needing the barrel effect?

Thanks :)
by PaulWeston
Mon May 02, 2016 5:16 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 11856
Hey all, Bringing this discussion over here from the RiftDK2 thread, since it is more related to DX11... I just did a fresh build of a freshly created Dx11 project, using the current T3d_Development github download... Am working in 64 bit, so I removed the .asm files from the project as usual. Not a...
by PaulWeston
Mon May 02, 2016 4:48 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
Project Generator, I am not familiar with cmake
by PaulWeston
Mon May 02, 2016 4:10 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
OK, I found out that I actually was already running the June 2010 SDK, I did away with the 2009 a while ago and had forgotten. So, that's proper anyways :) I just did a fresh build of a freshly created Dx11 project, using the current T3d_Development github download... Am working in 64 bit, so I remo...
by PaulWeston
Mon May 02, 2016 2:36 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
Ahh, cool, ok, am downloading that now. So, this just gets installed and then Visual Studio will automatically become aware of it? ie. the June 2010 will take over the $(DXSDK_DIR) folder? And to confirm, this is the environment setup required: - June 2010 DirectX SDK installed - Windows SDK 7.1 ins...
by PaulWeston
Mon May 02, 2016 1:30 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
My library directories setting in Visual Studio reads as follows: $(DXSDK_DIR)\Lib\x64 $(WindowsSdkDir)lib\x64 $(VCInstallDir)lib\amd64 $(VSInstallDir) $(VSInstallDir)lib\amd64 So, it looks like I am including both SDKs, but like I said I am just not sure 100% how this all works. I'm a script guy wh...
by PaulWeston
Mon May 02, 2016 1:27 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
Well, that's the thing... I'm not sure if I have everything configured right, because I can't find a primer on how to set this up for DX11 :) I know I have both SDKs installed in my system, both the original June 2009 that was used for Torque since forever, and then I have the Windows SDK 7.1. In my...
by PaulWeston
Mon May 02, 2016 1:10 am
Forum: Rendering
Topic: Occulus Rift DK2 [ALSO: OpenVR]
Replies: 88
Views: 12486
And my own code (which is a merge of the openvr_dx11 with Azaezel's AFX_d3d11 branch, along with my own custom mods added in after for advanced character kit and a few others), compiles fine with no unresolved externals, functions great in DX9, but in DX11 crashes right away (see console log in the ...
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Search found 143 matches Page 1 of 15