1. 06 Sep, 2016 1 commit
    • Ken Martin's avatar
      some tweaks and fixes for VR · 209bb0a3
      Ken Martin authored
      A few tweaks and fixes as detailed below.
      Remove the use of a physical scale factor in
      computing the camera transforms. Instead use the
      distance from the focal point to the camera as a
      metric. That distance will be mapped into one
      meter in the physical space. This fits the model
      of a camera dolly.
      This has the advantage of removing the scale factor that
      was being added into the World to View matrix. We generally
      assume there is not a scale in the world to view matrix and
      that was causing some issues with some shaders (such as imposters)
      Fix an issue where the scale was being added to the NormalMatrix
      The normal matrix should never have a scale.
      Adjust the scaling interaction to scale about a meter above the
      floor. This is more intuitive than scaling from the floor as an
      Fix a bug in the Oculus code when a buffer submission failed with
      a resubmit success error code.
  2. 29 Aug, 2016 1 commit
    • Ken Martin's avatar
      Add support for OpenVR and Oculus to VTK · a38815b8
      Ken Martin authored
      This topic adds support for VTK rendering using the
      oculus or OpenVR/Vive VR headsets. It also adds some
      core support classes that both these devices use to
      add support for 3D interaction events and picking via
      These modules are designed to use the object factory
      mechanism to override the standard OpenGL RenderWindow.
      If needed, the override of the factory can be turned off
      Off is useful for apps that have a normal OpenGL window
      but may want to explicitly create an occulus or openVR
      window as a result of user input such as a menu option.
      This topic adds CMake find modules for SDL2, OculusSDK,
      and the OpenVR SDK.