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    Christoph Haag
    @ChristophHaag
    background is my perhaps overly ambitious project https://github.com/ChristophHaag/openvr_api-libre
    specifically the Submit function in openvr_osvr.h
    Russell Taylor
    @russell-taylor
    @Ikaron I handed the video tracking code off a while back so I'm afraid I'm not going to be much help with that.
    @ChristophHaag Is https://github.com/sensics/OSVR-RenderManager/blob/master/examples/RenderManagerOpenGLCAPIExample.cpp what you are looking for? It creates buffers to render to texture, then loops getting the render info, rendering to texture, and presenting the buffers. https://github.com/sensics/OSVR-RenderManager/blob/master/examples/RenderManagerOpenGLPresentExample.cpp does this using a C++ API. Given the need to read a pose, render something based on the pose, and then return the rendered thing I'm not sure how to make the examples much simpler.
    Russell Taylor
    @russell-taylor
    https://github.com/sensics/OSVR-RenderManager/blob/master/examples/RenderManagerOpenGLCoreExample.cpp is a little more complicated because it uses OpenGL Core rather than Legacy.
    Christoph Haag
    @ChristophHaag
    yea the compatibility profile is a problem with mesa, the interesting examples like that don't even run here...
    I think my problem is that I am mostly confused with the shared opengl context
    e.g. you run hellovr_opengl, it opens the libopenvr_api library and then passes an opengl texture id to submit() inside libopenvr_api
    Christoph Haag
    @ChristophHaag
    I guess I just have to replicate what I did with my all manual solution: https://github.com/ChristophHaag/openvr_api-libre/blob/master/openvr_openhmd.h#L834
    when first starting, grabbing and saving the current opengl context via sdl (which is the "preview" window from hellovr_opengl), and then whenever a texture is submitted(), making the osvr rendermanager context current, rendering stuff, and then making the previous context current again
    Kecen
    @bluelkc
    Hi there, I am running some render manager examples and have started osvr server with renderManager_HDK2.0_Extended configuration. Though the motion detection of my HMD works fine, but there is no display coming from the goggle. Can anyone suggest how to diagnose this issue? I am running this on Linux, with OSVR HKD upgraded to 2.0.
    Christoph Haag
    @ChristophHaag
    the display should be treated like a normal monitor, so you should be able to activate it with xrandr and put it right to your monitor. with the nvidia driver you probably need some Option "AllowHMD" "yes" in xorg.conf
    but first, I must watch the new star trek discovery episode
    Christoph Haag
    @ChristophHaag
    well, that sucked
    Amelia
    @apottr
    is it a good show? i've been considering checking it out
    Christoph Haag
    @ChristophHaag
    it's okay. but The Orville is more star trek than star trek now...
    Amelia
    @apottr
    interesting, i'll check both of them out.
    a bit more on topic, i'm trying to get my old Oculus DK2 working with my Mac so I can do Elite Dangerous in VR
    Christoph Haag
    @ChristophHaag
    oh, this is the osvr channel. Thought I was in a less official one.
    Amelia
    @apottr
    haha
    Christoph Haag
    @ChristophHaag
    I believe OSVR-Oculus-Rift should still work with the old oculus sdk 0.5.0.1 positional tracking binary thingy, so it should mostly just work
    if it has ever been tested on a mac, that is
    Amelia
    @apottr
    alright, let me try that
    Amelia
    @apottr
    this actually brings me to another problem i've been having, I can't seem to use configs that make reference to other files
    Christoph Haag
    @ChristophHaag
    have you tried replacing relative paths with absolute paths?
    Here on linux I had to edit stuff like "display": "displays/HTC_Vive.json" with "display": "/usr/share/osvrcore/displays/HTC_Vive.json" because it wouldn't look in the default install path...
    Amelia
    @apottr
    yeah, that fixed it
    but now I'm getting a segfault?
    Christoph Haag
    @ChristophHaag
    well, I wouldn't know if the oculus rift plugin ever actually worked on mac os x, I just tried it on linux a long time ago
    Amelia
    @apottr
    I wonder if i screwed something else up, since I'm getting a segfault on a config that used to work
    Amelia
    @apottr
    fixed the segfault by rebuilding from scratch
    Kecen
    @bluelkc
    @ChristophHaag thx alot, i got the issue fixed.
    Ivan Chupakhin
    @Grinchman
    Hi guys! Who knows what version of SteamVR is compatible with the last revision of OSVR-Vive plugin?
    I build all stuff like a OSVR-Core, OSVR-RenderManager and OSVR-Vive under Windows using VS2017.
    OSVR server starts successfully, vive plugin loaded, htc vive driver (lighthouse) is founded but crash occurs somewhere inside IServerTrackedDeviceProvider::Init interface of driver.
    It's a not error 105 which in early year was discussed here: OSVR/OSVR-Vive#31
    Ryan A. Pavlik
    @rpavlik
    meh, all the changes to steamvr drivers break things similarly, doesn't particularly matter what the error message is 9 times out of 10. Try a December release
    Ivan Chupakhin
    @Grinchman
    There is one more thing I want to understand.
    Are all osvr-unity applications(Unity Palace Demo, Skeletus) required direct mode?
    My test laptop doesn't support direct mode and I start osvr-server with extended mode config file. Then I run for test puprose Gunspinning demo. It allows to choose display (in extended mode my Vive is detected as right screen) and it successfully renders into it! But I don't know how: is it used osvrRenderManager.dll from running osvr-server or some other rendering lib from application? What I should to do to render any game to HTC Vive through RenderManager I've compiled?
    Ryan A. Pavlik
    @rpavlik
    @Grinchman RenderManager can render to direct or extended mode on Windows. as long as you have the config file correct (right offsets for extended mode, mainly). OSVR-Unity works thru RenderManager to do this, similar to how Unreal does it.
    Yannick Comte
    @demonixis
    Hello guys. The repository havn't be updated from month now. Is it possible to get a fresh build please?
    Ryan A. Pavlik
    @rpavlik
    I can see what I can do @demonixis - I don't have all the CI stuff that was used before
    Yannick Comte
    @demonixis
    Thanks Ryan!
    Ryan A. Pavlik
    @rpavlik
    @demonixis looks like a rendermanager build succeeded, though with a somewhat old snapshot of osvr-core. Running a new one shortly.
    Yannick Comte
    @demonixis
    ok
    Yannick Comte
    @demonixis
    Also about the issue introduced with NVIDIA 367-series, do you know if it has changed with recent changes?
    Ryan A. Pavlik
    @rpavlik
    Not that I'm aware of, but I'm not on any nvidia mailing lists or anything like that right now. My impression was that they were not willing to budge on that and in fact suggsted that other vendors would soon follow suit - I did try quite mightily to convice them otherwise. @demonixis
    Yannick Comte
    @demonixis
    That's strange because it's not the case with other VR vendor, I mean Oculus, Vive or Windows MR
    I don't understand why they did that :/
    I hope it can be fixed.
    Ryan A. Pavlik
    @rpavlik
    those headsets have HDCP in them.
    (as does the HDK2)
    the HDK 1.x is a fairly direct derivative of the professional-grade Sensics headsets (it's roughly half of a dSight, actually), which were all from before there was any direct mode stuff, much less draconian rules about HDCP. It's challenging (by design) to get parts, especially in small quantities, that have an HDCP key baked into them, so none of those had that.