These are chat archives for highfidelity/hifi

30th
Jul 2014
Thijs Wenker
@thoys
Jul 30 2014 11:09
Just received oculus Devkit 2, can't wait till I get home :smile:
Philip Rosedale
@PhilipRosedale
Jul 30 2014 13:42
@thoys tell us how it works, we've gotten two here as well but haven't gotten them working yet.
Thijs Wenker
@thoys
Jul 30 2014 14:26
@PhilipRosedale : alright, will do
David Rowe
@ctrlaltdavid
Jul 30 2014 17:46
@murillodigital Hi. Regarding PUT/POSTing to data.highfidelity.io/api/v1/models to upload new "world" models ... What "model_category" value should I use? ... "model"? "entity"?
Leonardo Murillo
@murillodigital
Jul 30 2014 18:15
@ctrlaltdavid use “content” for model_category
David Rowe
@ctrlaltdavid
Jul 30 2014 18:19
@murillodigital Thanks. What's the story regarding using authenticated requests? ... AccountManager.cpp which is used to upload avatar models has ... "access_token=" + _accountInfo.getAccessToken().token
Leonardo Murillo
@murillodigital
Jul 30 2014 18:20
@Atlante45 worked on the avatar uploading code, he may be better suited to assist you with those questions
David Rowe
@ctrlaltdavid
Jul 30 2014 18:21
OK, thanks
Clément Brisset
@Atlante45
Jul 30 2014 18:22
Hey @ctrlaltdavid.
it is basically the name of the directory it’ll go in.
Here I think what you do is for editModels and models in general, right?
In that case. you need to use “entities”.
Leonardo Murillo
@murillodigital
Jul 30 2014 18:23
@Atlante45 we’ve got a category name defined (goign to use “content” for category)
but @ctrlaltdavid has some questions regarding authenticated request
David Rowe
@ctrlaltdavid
Jul 30 2014 18:24
sounds like use "content" for "model_category" in PUT/POST to upload model, and will end up in "entities" directory ...
ModelUploader.cpp uses authenticated requests to PUT/POST ... How to do from JavaScript?
AccountManager.cpp includes "access_token=" + _accountInfo.getAccessToken().token
Clément Brisset
@Atlante45
Jul 30 2014 18:26
David Rowe
@ctrlaltdavid
Jul 30 2014 18:27
Yeah, that's what I'm using.
Clément Brisset
@Atlante45
Jul 30 2014 18:28
So what you need is access to the token from JS?
David Rowe
@ctrlaltdavid
Jul 30 2014 18:28
What if anything special to be done for authentication to use data.highfidelity.io/api/v1/models API because the JavaScript engine is running in Interface?
Yes, probably need to access the token
Ah, there's an Account object already in JavaScript
Clément Brisset
@Atlante45
Jul 30 2014 18:30
Yeah, but this is only for access to your account balance.
David Rowe
@ctrlaltdavid
Jul 30 2014 18:31
Could add a "getToken()" method, perhaps?
Or maybe there's a better place to add
Or automatically include token in XMLHttpRequest if sending to HiFi API?
Clément Brisset
@Atlante45
Jul 30 2014 18:33
Either that or add a slot called sendAuthenticated() and go through the account manager to send the request.
David Rowe
@ctrlaltdavid
Jul 30 2014 18:36
Thanks ... I think I'll automatically include the token in XMLHttpRequest if sending to HiFi API
@Atlante45 Final(?!) question ... Like is done for avatar models, should auto-generated FST files be included in the request if the user selects just a plain FBX file to upload? Or doesn't it really matter for "world" models?
Clément Brisset
@Atlante45
Jul 30 2014 18:47
Right now, the model browser doesn’t display the fst files.
In entities*
David Rowe
@ctrlaltdavid
Jul 30 2014 18:50
That probably needs to be fixed so that can have LODs for example?
And, at least for now, seems that FST files don't need to be auto-generated for bare FBX files.
Clément Brisset
@Atlante45
Jul 30 2014 18:53
yup, don’t bother generating an fst, that doesn’t really matter. The point of .fst files is to get additionnal data on the model.
David Rowe
@ctrlaltdavid
Jul 30 2014 18:56
Thanks @Atlante45
Clément Brisset
@Atlante45
Jul 30 2014 19:01
@ctrlaltdavid no, problem. Ping me if you need anything else.
Thijs Wenker
@thoys
Jul 30 2014 20:05
@PhilipRosedale I see they implemented a special display driver into the new oculus runtime/devkit, I assume this requires some changes to the render loop, the demo's additionally mirror whats seen on the Oculus to screen
Ryan Huffman
@huffman
Jul 30 2014 20:07
@thoys For direct mode it would need to be updated, but it might be compatible with extended mode.
Thijs Wenker
@thoys
Jul 30 2014 20:09
@huffman alright, will try that first
I've just tried the demo's, looking around corners is pretty cool
Ryan Huffman
@huffman
Jul 30 2014 21:15
@thoys which have you tried?
Thijs Wenker
@thoys
Jul 30 2014 21:24
the 2 samples that came with it, I tried a crazy kickstarter https://www.kickstarter.com/projects/106674254/redofpaws-big-crazy-stupid-vr-adventure-and-americ/posts/927562 , and I found some DK2 compatible demo's on the showcase in the oculus dev forum
@huffman
I think there might be a newer build on reddit
Thijs Wenker
@thoys
Jul 30 2014 21:31
@huffman ty, gonna try it right now
Thijs Wenker
@thoys
Jul 30 2014 23:32
hmm getting "Menu.obj : error LNK2001: unresolved external symbol "public: static struct QMetaObject const QXmppClient::staticMetaObject" (?staticMetaObject@QXmppClient@@2UQMetaObject@@B)" with the latest windows build / when qxmpp enabled
Anyone else had this?
^ Windows
David Rowe
@ctrlaltdavid
Jul 30 2014 23:54
@thoys My Windows build environment broke on 22 July changes relating to QXMPP ... had to copy my qxmpp0.dll etc. files (with the "0") to qxmpp.dll etc. (without the "0") ... sounds like you might be having the same problem?