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<body class='hmmessage'><div dir='ltr'>Len,<br>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. <br>Doug<br><br>> Date: Fri, 9 Oct 2015 20:50:00 -0500<br>> From: cbullard@hiwaay.net<br>> To: x3d-public@web3d.org<br>> Subject: [x3d-public] X3D and Occuli<br>> <br>> Hello<br>> <br>> What is the status for playing X3D/VRML97 content on Occulus class <br>> devices? I read at the Bit Management site that it was supported on <br>> their Contact Stereo client. Other than it is supported, I've no <br>> details.<br>> <br>> 1. Others?<br>> 2. Problems?<br>> 3. Costs?<br>> 4. Hosting?<br>> <br>> There is a considerable stash of works and labor in our catalogs as <br>> well as concepts we worked on that X3D can easily support if the money <br>> to develop the content is there.<br>> <br>> Somewhere in the meme plagues, I saw something that said "No Bad VR", <br>> Have the brave new devs locked out X3D content? ;)<br>> <br>> len<br>> <br>> x3d-public@web3d.org<br>> <br>> <br>> _______________________________________________<br>> x3d-public mailing list<br>> x3d-public@web3d.org<br>> http://web3d.org/mailman/listinfo/x3d-public_web3d.org<br> </div></body>
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