LightsprintSDK 2021.08.08
LibOVR

Web

License

Version

  • version 1.9 is used internally by LightsprintGL library, it's not visible from outside (no headers or dll files)

Installing LibOVR

  • install Oculus SDK
  • set environment variable OCULUS_DIR to point to LibOVR dir inside Oculus SDK, so e.g. c:\OculusSDK\LibOVR

Removing LibOVR

If you wish to remove Oculus Rift support

  • remove #define SUPPORT_OCULUS from LightsprintGL project files and build as usual

Integrating LibOVR

LibOVR is not part of Lightsprint SDK, you need to install it separately. Would it be good idea to make it part of Lightsprint SDK?

- We would have to integrate Oculus build into Lightsprint build; not sure how much work it is for all platforms.

+ Bisect would be easier, old Lightsprint revisions would run out of the box (right now we have to disable Oculus SDK before building).

+ Stable branches would be possible.

+ Old Oculus versions would run out of the box. But it's not a big advantage, no one wants to debug old Oculus when new one is available.

- Some users might already have Oculus fixed on different path, and having Oculus twice is not nice.