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  • Jul 23 14:48
    rpavlik commented on 1e50819
  • Jul 22 22:50

    russell-taylor on vGlass-IMU

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  • Jul 22 22:50

    russell-taylor on master

    Fixing cherry-pick conflict. Fixing cherry-pick conflict. Fixing print statement. and 10 more (compare)

  • Jul 22 22:50
    russell-taylor closed #233
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    russell-taylor on master

    Removing unused variables. Removing another unused variabl… Fixing write length to match ar… and 5 more (compare)

  • Jul 22 22:50
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    russell-taylor on coverity-issues3

    Adding required second paramete… (compare)

  • Jul 21 20:45
    russell-taylor opened #233
  • Jul 21 20:45

    russell-taylor on vGlass-IMU

    Fixing cherry-pick conflict. Fixing cherry-pick conflict. Fixing print statement. and 9 more (compare)

  • Jul 21 20:30

    russell-taylor on vGlass-imu

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  • Jul 21 20:30
    russell-taylor closed #232
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    russell-taylor opened #232
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    russell-taylor on vGlass-imu

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  • Jul 16 01:10
    russell-taylor opened #231
  • Jul 16 01:10

    russell-taylor on coverity-issues3

    Removing unused variables. Removing another unused variabl… Fixing write length to match ar… and 3 more (compare)

  • Jul 16 01:06

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  • Jun 23 13:10
    russell-taylor closed #2
  • Jun 23 13:07
    russell-taylor closed #188
andresodio
@andresodio

OK, I enabled some debug logging and I'm now seeing this:

June 21 22:18:47.788 info [OSVR Server]: Performing hardware auto-detection.

June 21 22:18:47.788 info [OSVR]: /home/myusername/OSVR-Core/src/osvr/PluginHost/PluginSpecificRegistrationContextImpl.cpp:95: PluginSpecificRegistrationContext: In triggerHardwareDetectCallbacks for com_osvr_LeapMotion

Failed to parse a message from a zero-copy input stream

After some grepping, it looks like the "Failed to parse..." error is coming from the Leap Motion library (libLeap.so).

Also, it only comes up if the leapd service is running. If I stop it, the error message no longer appears, but OSVR still doesn't detect the Leap Motion.

andresodio
@andresodio

OK, so I finally got my Leap Motion working with OSVR by commenting out the following lines from OSVR-Leap-Motion/HardwareDetection.cpp:

if ( !controller.isConnected() ) {
    mFound = false;
    return OSVR_RETURN_FAILURE;
}

Those lines are actually no longer present in the latest git revisions, but I am using an older revision because the new ones no longer support the old Leap Motion v2 API (the only one that works with Linux AFAIK).

That said, I can't get it to detect pinching via /controller/left/trigger, which is an alias for semantic/arms/left/hand/pinchStrength.

Tracking of /me/hands/left works fine, though.

Any ideas?

Thanks

andresodio
@andresodio
Ah! Nevermind, I just realized I was using a button change handler instead of an analog change handler :)
Now it works
andresodio
@andresodio
Oh, and it turns out I didn't need to manually comment out that code. I just needed to check out the waitForController OSVR-Leap-Motion branch rather than master.
Ryan A. Pavlik
@rpavlik
@andresodio I thought that got fixed long ago, but I haven't tried using my hydra in a while - it does indeed sound like the "wrong number of buttons in descriptor" issue.
@andresodio also, interesting that Leap left Linux support behind and updated the plugin. Probably worth tagging/branching/fixing an earlier revision that does support the Linux API - glad you got that straightened out.
Andy D.
@Acrossfy
Hey guys! I'm just starting my research on OSVR. Could you please point me, where I can find latency prediction and calculation stuff? I'm interested in things like timewarp and spacewarp calculation
tobsen
@tobi-tobsen
its explained here http://sensics.com/time-warp-explained/ and implemented in the RenderManager https://github.com/sensics/OSVR-RenderManager
Andy D.
@Acrossfy
@tobi-tobsen thanks, mate!
tobsen
@tobi-tobsen
np @Acrossfy ;-) hope you found what you were looking for
tobsen
@tobi-tobsen
Does anyone know if it is possible to use 2 HDK2s on one PC? What is necessary to do that (e.g. disable direct mode, use two instances of the OSVR Server on different ports etc)?
tobsen
@tobi-tobsen
Also are there Version of the OSVR and RenderManager (NDA code) available which are compiled with VisualStudio2015? Does the RenderManager code still rely on NDA code or has the NDA part meanwhile be lifted (since it is publicly accessible from the orignal vendors NVida amd intel)?
Christoph Haag
@ChristophHaag
are you sure the direct mode extensions on windows are public?
tobsen
@tobi-tobsen
no, I am not sure and it seems for nvidia you still have to apply as an "VRWorks Graphics for Headset Developer"

And on the AMD liquivr site I see

2: LiquidVR also contains a Direct-to-Display (D2D) interface, but it is not application accessible because it is instead directly used by the head-mounted display (HMD) vendors.

so it seems they are not publicly accessible.
That being the case, can you provide an OSVR / SDK / Rendermanager version compiled not only with VisualStudio2013 but also visualstudio2015 as a separate download?
tobsen
@tobi-tobsen

(since it is publicly accessible from the orignal vendors NVida amd intel)?

should have read "since it might be publicly available from the original vendors?"

Christoph Haag
@ChristophHaag
well I'm not really an OSVR developer and I don't use windows, so no, sorry :)
but yea the vendor NDAs are the reason the direct mode glue code has to be closed source. You can build rendermanager from source without them but you won't get direct mode, just extended mode
tobsen
@tobi-tobsen
But OSVR Developers creating the SDK Download should be able to build the Rendermanager with directmode via visualstudio2015 and create a separate package for it?! Or did I misunderstand that?!
Christoph Haag
@ChristophHaag
probably?
tobsen
@tobi-tobsen
@rpavlik could you confirm if it is possible for OSRV to create a OSVR Package for other visualstudio versions in addition to vs2013? Note that a "free" VisualStudio2017 exists (community edition).
Ryan A. Pavlik
@rpavlik
@tobi-tobsen OSVR can be built with VS2017, that is correct.
Ah, I see, you want the rendermanager stuff built with 2017 since there are parts that you can't build yourself.
yeah, that's a pain. I can see if I can get some time to do it this week, maybe.
I don't have the CI we used to use to build most downloads, but I think I should still be able to run a CI build of the direct mode stuff since I kept that on a different machine
tobsen
@tobi-tobsen
that'd be great, thank you!
andresodio
@andresodio
Is there a way to tweak the one-Euro filter that is automatically applied to the Razer Hydra by OSVR?
Kevin Godby
@godbyk
@andresodio I’d have to look at the code again, but I think it’s all compiled directly into the com_osvr_Multiserver plugin and isn’t configurable there without recompiling.
andresodio
@andresodio
@godbyk Got it, thanks
Ryan A. Pavlik
@rpavlik
@andresodio you could also just use it directly, with a manually-instantiated one-euro filter or something else in front of it.
Ryan A. Pavlik
@rpavlik
ugh, my windows build machine is acting up.
Ryan A. Pavlik
@rpavlik
https://meet.jit.si/XrHackFest if anybody would like to join the open source VR/XR hackfest remotely... (UK time, today and tomorrow)
yeomanb
@yeomanb
Hello, Is there a method to configure server so that it always reports a device as connected ? We just want display configuration and not tracking of any kind.
Ryan A. Pavlik
@rpavlik
@yeomanb You could use a "null tracker" VRPN server as an "external device" for OSVR, that's probably the easiest way. Typically the questions go the other way - wanting tracking without graphics - so graphics tends to build on tracking, but a "null tracker" always reports the origin so it might do what you want.
(or you could pretty easily modify an example plugin to make a null-tracker OSVR plugin)
yeomanb
@yeomanb
Thank You!
Ryan A. Pavlik
@rpavlik
@yeomanb If you do end up making a null tracker plugin (and if there isn't already one - there might be) , please pull-request it, I'll accept it :D
Yannick Comte
@demonixis
Hey guys, have you plans to make the OSVR server compatible with OpenXR? UE4 implements it starting 4.22.1 and more will probably follow. OSVR users could have a second life using OpenXR
Is it hard?
Ryan A. Pavlik
@rpavlik
I don't personally have any plans, but it wouldn't be too terribly hard - OpenXR has a lot of OSVR ideas in it.
I'd be inclined to merge PRs adding an OpenXR interface to it - I suspect it would build on top of osvr-client rather than osvr-clientkit for best performance
Yannick Comte
@demonixis
Thanks, do you have some lead to follow to try to implement it?
Ryan A. Pavlik
@rpavlik
Nothing documented, no. Job changes outside of my control prevented me from actually doing it. Sorry... would love to help but haven't got the time to do it myself. Can probably re-use the path tree, map action sets and actions into their own subtree. Hardest part probably is the fact that the pose stuff updates transparently behind the scenes, whereas the other actions don't (they wait for xrSyncActionData), so you would actually need two client contexts - one for pose actions that gets updated on every query, and one for the other actions that gets updated only on a sync.
If it helps any, during the spec process I always had in mind "how would I put this on top of OSVR" so I have an idea for most of it
Ryan A. Pavlik
@rpavlik
ok, fwiw there are new snapshots of core and of rm. Unfortunately it's a big rabbit hole to build all the stuff the installer needs, but this script (or the URLs in it) will get you the latest binaries: https://gist.github.com/rpavlik/2f581216ad670071bd2c26ae1ca155d5
Erik Aranda
@ErikAranda7_twitter
Hello, i need the files for building a plugin for OSVR. I found it but the page dosn’t work… http://access.osvr.com/binary/osvr-sdk-installer - "Application error, An error occurred in the application and your page could not be served. " . If it is not there the files where is?