[Interest] Android 5.9.1 qmltestcase

2017-07-18 Thread Mark R Youngquist
I've been struggling for a bit without an understanding of why this error is occuring. We have a series of test cases we want to run on Android, but are unable to get a build to compile. This works properly under 5.8.0, and it works on Windows builds with 5.9.1 We simple add a CONFIG+=qmltes

[Interest] [Qt3D] Virtual Reality (Vive/Oculus) Example

2017-07-18 Thread Daniel Bulla
Hi, I started adding support for OpenVR/Vive and native OculusSDK to Qt3D. You can find it on Github: https://github.com/dabulla/qt3d-vr-example It can easily be setup, as described in the Readme. I've been fiddling around with this for a while and finally found a working approach to get an im

Re: [Interest] [Qt3D] Virtual Reality (Vive/Oculus) Example

2017-07-18 Thread Vlad Stelmahovsky
Hi great news. Hope you guys will combine efforts to make the solution multiplatform. For example, compatible with GearVR btw, did you checked this project: https://github.com/google/lullaby ? On Tue, Jul 18, 2017 at 11:22 AM, Sean Harmer wrote: > Hi Daniel, > > awesome, thank you for this! We

Re: [Interest] [Qt3D] Virtual Reality (Vive/Oculus) Example

2017-07-18 Thread Sean Harmer
Hi Daniel, awesome, thank you for this! We too have been starting work on something similar: https://codereview.qt-project.org/#/c/195892/ The latency you mention can be avoided if we update the head tracking directly on the qt3d renderer backend. That way it can be used immediately on the cu

[Interest] [Qt3D] Virtual Reality (Vive/Oculus) Example

2017-07-18 Thread Daniel Bulla
Hi, I started adding support for OpenVR/Vive and native OculusSDK to Qt3D. You can find it on Github: https://github.com/dabulla/qt3d-vr-example It can easily be setup, as described in the Readme. *What works?* - Stereoscopic 3D Rendering of Qt3D Qml scenes in the Headset. - Headtrackin