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KOS

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  1. wrote: Hi , We need more information to make sure how can we support this item. 1. What is the target layer of the support, Java or Native? The short answer is " Mostly Native" Long answer: End user application is Java + Native just like WaveVR's hellovr example with is't own Activity (inherited from VRActivity) and SurfaceView. SurfaceView calls native methods for OpenGL context creation (uses it's own ANativeWindow to create EGLSurface) 2. Does this means WaveVR also needs to render the content to the EGLSurface provide by the existing Graphics infrastructure ? YES Or the existing Graphics infrastructure can render in off-screen mode so that the WaveVR can render to its own surface and show on the screen correctly? It's harder to implement. Thanks. Thanks!
  2. I am embedding WaveVR's rendering pipeline into some existing Graphics infrastructure. There is already OpenGL context and it is hard to share WaveVR's OpenGL context to it. The reason is that I've already have left and right textures (for left and right eye) without distortion (WVR_GetTransformFromEyeToHead and WVR_GetProjection used). I just want to put this textures to "vertex displacement" mesh that is used in WVR (I think so) with WVR_SubmitFrame call inside my OpenGL context. NOTE: super.setUsingRenderBaseActivity(false); inside my Activity
  3. Is it possible to init renderer with a shared OpenGL context? When it will be possible? ;)
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