Jump to content

korejan

Verified Members
  • Posts

    7
  • Joined

  • Last visited

Reputation

0 Neutral

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I made a typo, it should be "... and are not typically marked with Vulkan sRGB pixel formats"
  2. Hi, an XR Elite user of my app reported an issue with colour reproduction, it uses Vulkan with OpenXR. My app typically requires doing sRGB linearization in shaders as the vk images are imported from AHardwareBuffers and are typically marked with Vulkan sRGB pixel formats (ycbcr conversion samplers are used). I have an option to enable/disable the correction and I have asked them to try both on/off and we've also tested creating a swapchain colour format both RGB and sRGB formats, the results have always been the same. The issue does not exist on the Focus 3 so I'm wondering if the issue is in the compositor or runtime Vulkan setup. They sent me a capture to show the colours looking desaturated
  3. Hello, I'm using the vive facial tracker with a plain Vive Pro without eye tracking, when querying the runtime for support, XrSystemFacialTrackingPropertiesHTC::supportsEyeFacialTracking returns true which is the only way to tell whether or not you should create a tracker for them.
  4. Hello, my OpenXR app on Focus 3 crashes on start-up due to the following linker error: library "/vendor/app/openxr_runtime/lib/arm64/libopenxr_wave.so" ("/vendor/app/openxr_runtime/lib/arm64/libopenxr_wave.so") needed or dlopened by "/data/app/com.alvr.alxr_client-TmMRAcd2udgNGwvW9mmgTg==/lib/arm64/libopenxr_loader.so" is not accessible for the namespace: [name="sphal", ld_library_paths="", default_library_paths="/vendor/lib64:/vendor/lib64/hw", permitted_paths="/odm/lib64:/vendor/lib64:/system/vendor/lib64"] Tue Jul 12 2022 23:57:45 GMT+0300 (Москва, стандартное время):error7230/5741 OpenXR-Loader Error [GENERAL | xrEnumerateInstanceExtensionProperties | OpenXR-Loader] : RuntimeInterface::LoadRuntime skipping manifest file , failed to load with message "dlopen failed: library "/vendor/app/openxr_runtime/lib/arm64/libopenxr_wave.so" needed or dlopened by "/data/app/com.alvr.alxr_client-TmMRAcd2udgNGwvW9mmgTg==/lib/arm64/libopenxr_loader.so" is not accessible for the namespace "classloader-namespace""<br> hello_xr (both gles & vulkan versions) runs fine, I assume the reason why this happens with my app is due to my app setting the minimum-sdk api level to greater than 24/25 according to this? the problem seems to be that the path /vendor/app/openxr_runtime/* is not in the permitted_paths. I really can't make my app go lower than API level 26 without doing major changes to my code base.
  5. Okay now things make sense, I was wondering why there are only downloads specifically for Unity/Unreal. That's good to hear. Oculus has a vendor specific loader for their mobile sdk but not for desktop based oxr runtime. Android based headsets with dedicated OXR runtimes typically have or had vendor specific loaders as they existed before the cross-vendor android loader was standardized and released towards end of last year. That's been a bit of problem as it forces developers to make multiple binaries/APKs for different android based headsets.
  6. @Alex_HTC Is the focus 3's oxr runtime compatible with the cross-vendor android oxr loader or are you guys providing vendor specific loaders? What's the situation on Vulkan context support?
×
×
  • Create New...