Hi guys,
I am familiar with coding open vr in c++ into open gl games and would love to give duke3d a try.
Could anyone give me a brief overview on how eduke32 is handling rendering and which files are responsible so I have somewhere to start? Just looking for a bit of a roadmap on how everything is working currently so I don't have to spend days figuring everything out
Thanks alot
Page 1 of 1
Devs: I am looking to add vr support to duke3d!
#1 Posted 13 September 2017 - 09:51 AM
#2 Posted 13 September 2017 - 09:54 AM
It's all in polymost.cpp and polymer.cpp. You will probably spend days figuring everything out anyway, at which point you pull out all your hair and abandon your project.
#3 Posted 13 September 2017 - 10:01 AM
TerminX, on 13 September 2017 - 09:54 AM, said:
It's all in polymost.cpp and polymer.cpp. You will probably spend days figuring everything out anyway, at which point you pull out all your hair and abandon your project.
Thanks and what are polymost and polymer, they are different renderers right?
#4 Posted 13 September 2017 - 10:02 AM
Yeah, Polymost is the basic renderer for GL 1.4 and Polymer is for GL 2.0 and has dynamic lighting and whatnot.
#5 Posted 13 September 2017 - 10:20 AM
Feel free to join our IRC channel or Discord server if you would like to message us in real time. Thanks for looking at this!
#6 Posted 13 September 2017 - 12:14 PM
I really hope that works out for you guys. Then afterwards, see if any of that work can be applied towards getting Nvidia 3D Vision glasses to work with Eduke32.
#9 Posted 13 September 2017 - 06:53 PM
Good luck. I tried the Oculus Duke before and it was quite mind-blowing.
#10 Posted 13 September 2017 - 10:35 PM
I currently have a vive so going for that first.
Does anyone know the methods where the game is actually drawn to the screen? It seems polymer does all of the rendering functions but which is the main highest level method for finally displaying everything to the screen?
Thanks
Does anyone know the methods where the game is actually drawn to the screen? It seems polymer does all of the rendering functions but which is the main highest level method for finally displaying everything to the screen?
Thanks
#11 Posted 14 September 2017 - 07:58 AM
Good luck. I really hope this will work out. What are you planning to do? Just a basic 3D and head tracking or a full-fledged support with touch controllers and decoupled aim?
#12 Posted 14 September 2017 - 11:01 PM
TerminX, on 13 September 2017 - 10:02 AM, said:
Yeah, Polymost is the basic renderer for GL 1.4 and Polymer is for GL 2.0 and has dynamic lighting and whatnot.
I recall polymer was GL 3.x?
#13 Posted 20 September 2017 - 10:44 PM
fgsfds, on 14 September 2017 - 07:58 AM, said:
Good luck. I really hope this will work out. What are you planning to do? Just a basic 3D and head tracking or a full-fledged support with touch controllers and decoupled aim?
Yes I want to have controller support but no idea how long it would take. I work for myself so have a lot of free time so we will see where it goes. To start with I would be happy to have the aiming like in quake 2 vr, where you can aim with the gun but it is still in the normal place if that makes sense. I am a long way off from that point though
Share this topic:
Page 1 of 1