[x3d-public] X3D and Occuli
doug sanden
highaspirations at hotmail.com
Fri Oct 9 20:54:49 PDT 2015
Len,
I've been looking at that myself - oculus rift, htc- and it seems a bit fiddly to configure the code -you render to fbo buffers instead of screen backbuffer, then hand those buffers to the hmd api for a second stage of rendering. And the hmd acts as a 6dof input device. Popup menus should freeze in 3d space and - unlike a mouse - the center of the viewport is cursor/pickray. But nothing theoretically impossible and all the x3d content would stay the same.
Doug
> Date: Fri, 9 Oct 2015 20:50:00 -0500
> From: cbullard at hiwaay.net
> To: x3d-public at web3d.org
> Subject: [x3d-public] X3D and Occuli
>
> Hello
>
> What is the status for playing X3D/VRML97 content on Occulus class
> devices? I read at the Bit Management site that it was supported on
> their Contact Stereo client. Other than it is supported, I've no
> details.
>
> 1. Others?
> 2. Problems?
> 3. Costs?
> 4. Hosting?
>
> There is a considerable stash of works and labor in our catalogs as
> well as concepts we worked on that X3D can easily support if the money
> to develop the content is there.
>
> Somewhere in the meme plagues, I saw something that said "No Bad VR",
> Have the brave new devs locked out X3D content? ;)
>
> len
>
> x3d-public at web3d.org
>
>
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