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authorSven Gothel <[email protected]>2014-06-19 23:21:19 +0200
committerSven Gothel <[email protected]>2014-06-19 23:21:19 +0200
commit40d7d0d18ed11b8dbb0f16137f82eef828b822a4 (patch)
tree954cb10ac50d0eea506c4b4b9dc5b5bac39d99e0 /make/joglversion-test-android
parent20bf51f2ccbecf1ab21ef3dbd2ff06e04ebd40cc (diff)
Bug 1021: Add OculusSDK binding / Basic OVR support
Bring-up test only initializes the ovrHmdHandle data structure by OVR native code. See com.jogamp.oculusvr.OVRVersion Current evaluation build compiles all OVR-SDK source files itself w/o using provided libovr.a. We also skip the GL dependent renderer of the SDK, i.e. we prefer to utilize our JOGL 'barrel distortion' renderer. This eases the 'chicken-egg' problem of OVR SDK dependencies, i.e. libGL, libGLESv2 .. etc Since the OVR source code is C++, we may still have to figure out how to / and whether we shall link libstdc++ statically to remove platform dependencies. Right now we link libstdc++ statically if using GCC, see make/build-oculusvr.xml (hackish .. TODO: better way to include all symbols). Same consideration applies to GNU/Linux and libudev.so dependency, since there are: - libudev.so.0 and (Older distri's) - libudev.so.1 (Debian8, ..) ... Produced JAR artifacts are - jar/atomic/oculusvr.jar - jar/atomic/oculusvr-natives-<os.and.arch>.jar i.e. only in 'atomic' variants to not bloat the default 'all' JAR files. .... make/build-oculusvr.xml Notes: - Currently native build only enabled on GNU/Linux (isLinux) - Force disable native build via property 'c.build.oculusvr.skip'
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